How to use turn_direction method in wpt

Best JavaScript code snippet using wpt

CameraControls.js

Source:CameraControls.js Github

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1public var mouseScrolling = true;2public var movespeed = 20.0;3public var zoomspeed = 50.0;4// FIXME : replace with huge galaxy-size trigger to keep EVERYTHING inside5public var viewBounds = 70.0;6public var scrollDeadzone = 0.9;7public var panDeadzone = 0.25;8public var minZoom = 1.0;9public var maxZoom = 50.0;10private var zoomAmt = 10.0;11private var cam : Camera;12private var moveVec : Vector3;13private var zoomVec : Vector3;14private var original_rot : Quaternion;15private var original_zoom : float;16private var delta = 0.017;17private var lastRealtime = 0.0;18function Start()19{20 cam = Camera.main;21 22 original_rot = transform.rotation;23 original_zoom = transform.position.y;24 25 zoomAmt = original_zoom;26 lastRealtime = Time.realtimeSinceStartup;27}28function Update()29{30 // use pause-independent delta31 delta = Time.realtimeSinceStartup - lastRealtime;32 lastRealtime = Time.realtimeSinceStartup;33 34 moveVec = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));35 36 // keyboard controls override mouse edge scolling 37 if(mouseScrolling && !Input.GetMouseButton(0) &&38 moveVec.x == 0 && moveVec.z == 0) {39 moveVec = MouseMotion(scrollDeadzone) * movespeed * delta;40 }41 else if (Input.GetButton("Pan")) {42 moveVec = MouseMotion(panDeadzone) * movespeed * 3.0 * delta;43 }44 else {45 moveVec *= movespeed * delta;46 }47 48 // don't calculate if there's no point49 if(moveVec.sqrMagnitude > 0) {50 moveVec = transform.TransformDirection(moveVec);51 moveVec.y = 0;52 }53 // Zooming code54 // we have to keep track of our own distance from the zoom point (zoomAmt)55 zoomVec = Vector3.zero;56 if( Input.GetAxis("Zoom") != 0.0 )57 {58 //var zoomAmt = 1.0 + (-Input.GetAxis("Zoom") * zoomspeed * Time.deltaTime);59 //distance = Mathf.Max(minZoom, Mathf.Min(maxZoom, distance * zoomAmt));f60 var zoomAdjust = Input.GetAxis("Zoom") * zoomspeed * delta * zoomAmt;61 62 if( (zoomAmt - zoomAdjust > minZoom) &&63 (zoomAmt - zoomAdjust < maxZoom) )64 {65 zoomAmt -= zoomAdjust;66 zoomVec = new Vector3(0,0,zoomAdjust);67 }68 }69 70 // adjust panning speed based on zoom amount71 //zoomVec *= (zoomAmt * 0.1);72 moveVec *= (zoomAmt / 2);73 74 if(transform.position.x < -viewBounds && moveVec.x < 0) moveVec.x = 0;75 else if(transform.position.x > viewBounds && moveVec.x > 0) moveVec.x = 0;76 if(transform.position.z < -viewBounds && moveVec.z < 0) moveVec.z = 0;77 else if(transform.position.z > viewBounds && moveVec.z > 0) moveVec.z = 0;78 79 //if(cam.transform.position.y < -viewBounds && zoomVec.y < 0) zoomVec.y = 0;80 //else if(cam.transform.position.y > viewBounds && zoomVec.y > 0) zoomVec.y = 0;81 82 83 if(Input.GetButton("SpeedUp")) moveVec *= 3;84 85 transform.Translate(moveVec, Space.World);86 87 //iTween.Stop();88 //iTween.MoveTo(gameObject, transform.TransformPoint(zoomVec), 0.2);89 transform.Translate(zoomVec, Space.Self);90 /*91 if(transform.position.y < minZoom) transform.position.y = minZoom;92 else if(transform.position.y > maxZoom) transform.position.y = maxZoom;93 */94}95function MouseMotion(deadzone : float) : Vector3 {96 var moveVec = new Vector3();97 var cursor = new Vector2();98 var realmouse_x = Mathf.Clamp(Input.mousePosition.x, 0, Screen.width);99 var realmouse_y = Mathf.Clamp(Input.mousePosition.y, 0, Screen.height);100 cursor.x = (realmouse_x - Screen.width/2) / (Screen.width/2);101 cursor.y = (realmouse_y - Screen.height/2) / (Screen.height/2);102 var turnx = 0.0;103 var turny = 0.0;104 // clamp the cursor to the deadzone105 if(cursor.x > deadzone) {106 turnx = (cursor.x - deadzone) / (1.0 - deadzone);107 }108 else if (cursor.x < -deadzone) {109 turnx = (cursor.x + deadzone) / (1.0 - deadzone);110 }111 else {112 turnx = 0.0;113 }114 if(cursor.y > deadzone) {115 turny = (cursor.y - deadzone) / (1.0 - deadzone);116 }117 else if (cursor.y < -deadzone) {118 turny = (cursor.y + deadzone) / (1.0 - deadzone);119 }120 else {121 turny = 0.0;122 }123 124 /*125 var turn_direction = Vector3 (-turny, turnx, Input.GetAxis("Roll"));126 //var turn_direction = Vector3 (Input.GetAxis("Vertical"), Input.GetAxis("Vertical"), Input.GetAxis("Roll"));127 puppet.Turn(turn_direction);128 var camera_bounce = 0.02;129 //cam.transform.position.x = -turnx * camera_bounciness;130 cam.transform.localPosition = new Vector3(turnx * camera_bounce, 0.1 + turny * camera_bounce, -0.3);131 */132 133 return new Vector3(turnx, 0, turny);134}135function Reset()136{137 transform.rotation = original_rot;138 transform.position.y = original_zoom;139}140function SetZoom(value : float) {141 zoomAmt = value;142}143function GetZoom() {144 return zoomAmt;...

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game.js

Source:game.js Github

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1class Position {23 constructor(x, y) {4 this.x = x;5 this.y = y;6 }78 set(x, y) {9 this.x = x;10 this.y = y;11 }1213 set(pos) {14 this.set(pos.x, pos.y);15 }1617 add(x, y) {18 this.x += x;19 this.y += y;20 }2122 add(pos) {23 this.add(pos.x, pos.y);24 }2526 sub(x, y) {27 this.add(-x, -y);28 }2930 sub(pos) {31 this.sub(pos.x, pos.y);32 }3334 mul(a) {35 this.x *= a;36 this.y *= a;37 }38}3940function key_code(letter) {41 return letter.charCodeAt(0) - 'a'.charCodeAt(0) + key_a;42}4344class Invader {4546 static count_x = 8;47 static count_y = 5;48 static width = 50;49 static height = 40;50 static offset_x = Invader.width + 20;51 static offset_y = Invader.height + 20;52 static colors = ["red", "green", "blue", "purple", "brown"];53 static move_direction = 1;54 static speed = 0.5;5556 static left_border = 50;57 static right_border = canvas.width - Invader.left_border;5859 static check_bounds(invaders) {60 let turn_direction = 0;61 for(let i of invaders) {62 if(i != null) {63 if(i.pos.x < Invader.left_border) {64 turn_direction = 1;65 }66 if(i.pos.x + Invader.width > Invader.right_border) {67 turn_direction = -1;68 }69 }70 }71 if(turn_direction != 0) {72 Invader.move_direction = turn_direction;73 }74 }7576 constructor(x, y, color) {77 this.pos = new Position(x, y);78 this.color = color;79 }8081 draw() {82 context.fillStyle = this.color;83 context.fillRect(this.pos.x, this.pos.y, Invader.width, Invader.height);84 }8586 update() {87 this.pos.x += Invader.move_direction * Invader.speed;88 }89}9091class Player {9293 static width = 70;94 static height = 40; 95 static color = "green";96 static speed = 5;97 static lives = 3;9899 constructor(x, y) {100 this.pos = new Position(x, y);101 this.lives = Player.lives;102 }103104 draw() {105 context.fillStyle = Player.color;106 context.fillRect(this.pos.x, this.pos.y, Player.width, Player.height);107 }108109 update() {110 if(isKeyPressed[key_code('a')] || isKeyPressed[key_left]) {111 this.pos.x -= Player.speed;112 }113 if(isKeyPressed[key_code('d')] || isKeyPressed[key_right]) {114 this.pos.x += Player.speed;115 }116 }117}118119class Bullet {120121 static speed = 10;122 static width = 5;123 static height = 30;124125 constructor(x, y, direction) {126 this.pos = new Position(x,y);127 this.direction = direction;128 }129130 draw() {131 context.fillStyle = 'black'132 context.fillRect(this.pos.x, this.pos.y, Bullet.width, Bullet.height);133 }134135 update() {136 this.pos.y -= this.direction * Bullet.speed;137 }138139 static check_bounds(bullets) {140 for(let i = 0; i < bullets.length; i ++) {141 const b = bullets[i];142 if(b != null && (b.pos.y < -Bullet.height || b.pos.y > canvas.height)) {143 bullets[i] = null;144 }145 }146 }147148 static shoot(x, y, direction, bullets) {149 for(let i = 0; i < bullets.length; i ++) {150 if(bullets[i] == null) {151 bullets[i] = new Bullet(x, y, direction);152 return;153 }154 }155 bullets.push(new Bullet(x, y, direction));156 }157}158159let invaders = [];160for(let y = 0; y < Invader.count_y; y ++) {161 for(let x = 0; x < Invader.count_x; x ++) {162 invaders.push(new Invader(x * Invader.offset_x, y * Invader.offset_y, Invader.colors[y]));163 }164}165166let player = new Player(canvas.width / 2 - Player.width / 2, canvas.height - Player.height);167168let bullets = [];169170function check_collisions() {171 for(let i = 0; i < bullets.length; i ++) {172 let bul = bullets[i];173 if(bul != null) {174 for(let j = 0; j < invaders.length; j ++ ) {175 let inv = invaders[j];176 if(inv != null && areColliding(177 inv.pos.x, inv.pos.y, Invader.width, Invader.height, 178 bul.pos.x, bul.pos.y, Bullet.width, Bullet.height)) {179 bullets[i] = null;180 invaders[j] = null;181 }182 }183 }184 }185}186187188function update() {189 Invader.check_bounds(invaders);190 for(let i of invaders) {191 if(i != null)192 i.update();193 }194195 Bullet.check_bounds(bullets);196 for(let b of bullets) {197 if(b != null)198 b.update();199 }200201 player.update();202203 check_collisions();204}205206function draw() {207 for(const i of invaders) {208 if(i != null)209 i.draw();210 }211212 for(const b of bullets) {213 if(b != null)214 b.draw();215 }216217 player.draw();218}219220function keydown(code) {221 if(code == 32) {222 Bullet.shoot(player.pos.x + Player.width / 2, player.pos.y, 1, bullets);223 }224} ...

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WindType.js

Source:WindType.js Github

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1const Orientation = require("./Orientation");2module.exports = {3 NORTH_WIND: {4 name: "NORTH_WIND",5 direction: Orientation.NORTH,6 },7 EAST_WIND: {8 name: "EAST_WIND",9 direction: Orientation.EAST,10 },11 WEST_WIND: {12 name: "WEST_WIND",13 direction: Orientation.WEST,14 },15 SOUTH_WIND: {16 name: "SOUTH_WIND",17 direction: Orientation.SOUTH,18 },19 WHIRLWIND_CLOCKWISE_SE: {20 name: "WHIRLWIND_CLOCKWISE_SE",21 direction: Orientation.WEST,22 turn_direction: Orientation.WEST.right,23 clockwise: true,24 },25 WHIRLWIND_CLOCKWISE_SW: {26 name: "WHIRLWIND_CLOCKWISE_SW",27 direction: Orientation.NORTH,28 turn_direction: Orientation.NORTH.right,29 clockwise: true,30 },31 WHIRLWIND_CLOCKWISE_NW: {32 name: "WHIRLWIND_CLOCKWISE_NW",33 direction: Orientation.EAST,34 turn_direction: Orientation.EAST.right,35 clockwise: true,36 },37 WHIRLWIND_CLOCKWISE_NE: {38 name: "WHIRLWIND_CLOCKWISE_NE",39 direction: Orientation.SOUTH,40 turn_direction: Orientation.SOUTH.right,41 clockwise: true,42 },43 WHIRLWIND_COUNTER_CLOCKWISE_SE: {44 name: "WHIRLWIND_COUNTER_CLOCKWISE_SE",45 direction: Orientation.NORTH,46 turn_direction: Orientation.NORTH.left,47 clockwise: false,48 },49 WHIRLWIND_COUNTER_CLOCKWISE_SW: {50 name: "WHIRLWIND_COUNTER_CLOCKWISE_SW",51 direction: Orientation.EAST,52 turn_direction: Orientation.EAST.left,53 clockwise: false,54 },55 WHIRLWIND_COUNTER_CLOCKWISE_NW: {56 name: "WHIRLWIND_COUNTER_CLOCKWISE_NW",57 direction: Orientation.SOUTH,58 turn_direction: Orientation.SOUTH.left,59 clockwise: false,60 },61 WHIRLWIND_COUNTER_CLOCKWISE_NE: {62 name: "WHIRLWIND_COUNTER_CLOCKWISE_NE",63 direction: Orientation.WEST,64 turn_direction: Orientation.WEST.left,65 clockwise: false,66 },...

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Using AI Code Generation

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1var wpt = require('./wpt.js');2var wpt1 = new wpt(0,0);3var wpt2 = new wpt(0,1);4var wpt3 = new wpt(1,1);5var wpt4 = new wpt(1,0);6console.log(wpt1.turn_direction(wpt2,wpt3));7console.log(wpt1.turn_direction(wpt2,wpt4));8console.log(wpt1.turn_direction(wpt3,wpt4));9console.log(wpt1.turn_direction(wpt4,wpt3));10console.log(wpt1.turn_direction(wpt4,wpt2));11console.log(wpt1.turn_direction(wpt3,wpt2));

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Using AI Code Generation

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1var wpt = require('./wpt.js');2var wpt1 = new wpt(1,1);3var wpt2 = new wpt(2,2);4var wpt3 = new wpt(1,2);5var wpt4 = new wpt(2,1);6console.log(wpt1.turn_direction(wpt2));7console.log(wpt1.turn_direction(wpt3));8console.log(wpt1.turn_direction(wpt4));9function wpt(x,y) {10 this.x = x;11 this.y = y;12}13wpt.prototype.turn_direction = function(wpt) {14 var xdiff = wpt.x - this.x;15 var ydiff = wpt.y - this.y;16 if (xdiff == 0 && ydiff == 1) return "N";17 if (xdiff == 1 && ydiff == 0) return "E";18 if (xdiff == 0 && ydiff == -1) return "S";19 if (xdiff == -1 && ydiff == 0) return "W";20 return "undefined";21}22module.exports = wpt;23{24}

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Using AI Code Generation

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1var wpt = require('./wpt');2var lat1 = 37.7699298;3var lng1 = -122.4469157;4var lat2 = 37.7699298;5var lng2 = -122.4469157;6var lat3 = 37.7683909618189;7var lng3 = -122.510894536972;8var lat4 = 37.7699298;9var lng4 = -122.4469157;10var lat5 = 37.7699298;11var lng5 = -122.4469157;12var lat6 = 37.7683909618189;13var lng6 = -122.510894536972;14var lat7 = 37.7699298;15var lng7 = -122.4469157;16var lat8 = 37.7699298;17var lng8 = -122.4469157;18var lat9 = 37.7683909618189;19var lng9 = -122.510894536972;20var lat10 = 37.7699298;21var lng10 = -122.4469157;22var lat11 = 37.7699298;23var lng11 = -122.4469157;24var lat12 = 37.7683909618189;25var lng12 = -122.510894536972;26var lat13 = 37.7699298;27var lng13 = -122.4469157;28var lat14 = 37.7699298;29var lng14 = -122.4469157;30var lat15 = 37.7683909618189;31var lng15 = -122.510894536972;32var lat16 = 37.7699298;33var lng16 = -122.4469157;34var lat17 = 37.7699298;35var lng17 = -122.4469157;36var lat18 = 37.7683909618189;37var lng18 = -122.510894536972;38var lat19 = 37.7699298;39var lng19 = -122.4469157;40var lat20 = 37.7699298;41var lng20 = -122.4469157;42var lat21 = 37.7683909618189;43var lng21 = -122.510894536972;

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Using AI Code Generation

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1var wpt = require('./wpt.js');2var turn_direction = wpt.turn_direction;3var p1 = {lat: 0, lon: 0};4var p2 = {lat: 1, lon: 1};5var p3 = {lat: 2, lon: 2};6var direction = turn_direction(p1, p2, p3);7console.log(direction);8var turn_direction = function(p1, p2, p3) {9 var direction = "";10 var p2x = p2.lon;11 var p2y = p2.lat;12 var p1x = p1.lon;13 var p1y = p1.lat;14 var p3x = p3.lon;15 var p3y = p3.lat;16 var val = (p2y - p1y) * (p3x - p2x) - (p2x - p1x) * (p3y - p2y);17 if (val == 0) {18 direction = "colinear";19 } else if (val > 0) {20 direction = "clockwise";21 } else {22 direction = "counterclockwise";23 }24 return direction;25}26module.exports = {27}

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Using AI Code Generation

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1var wpt = require('wpt');2var wpt = new WebPageTest('www.webpagetest.org');3 if (err) {4 console.log(err);5 } else {6 console.log(data);7 }8});9var wpt = require('wpt');10var wpt = new WebPageTest('www.webpagetest.org');11 if (err) {12 console.log(err);13 } else {14 console.log(data);15 }16});17var wpt = require('wpt');18var wpt = new WebPageTest('www.webpagetest.org');19 if (err) {20 console.log(err);21 } else {22 console.log(data);23 }24});25var wpt = require('wpt');26var wpt = new WebPageTest('www.webpagetest.org');27 if (err) {28 console.log(err);29 } else {30 console.log(data);31 }32});33var wpt = require('wpt');34var wpt = new WebPageTest('www.webpagetest.org');35 if (err) {36 console.log(err);37 } else {38 console.log(data);39 }40});41var wpt = require('wpt');42var wpt = new WebPageTest('www.webpagetest.org');43 if (err) {44 console.log(err);45 } else {46 console.log(data);47 }

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Using AI Code Generation

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1var wpt = require('wpt');2var turn = new wpt.turn_direction(2, 2, 2, 2, 2, 2, 2, 2, 2, 2);3console.log(turn);4var wpt = require('wpt');5var turn = new wpt.turn_direction(2, 2, 2, 2, 2, 2, 2, 2, 2, 2);6console.log(turn);7var wpt = require('wpt');8var turn = new wpt.turn_direction(2, 2, 2, 2, 2, 2, 2, 2, 2, 2);9console.log(turn);10var wpt = require('wpt');11var turn = new wpt.turn_direction(2, 2, 2, 2, 2, 2, 2, 2, 2, 2);12console.log(turn);13var wpt = require('wpt');14var turn = new wpt.turn_direction(2, 2, 2, 2, 2, 2, 2, 2, 2, 2);15console.log(turn);16var wpt = require('wpt');17var turn = new wpt.turn_direction(2, 2, 2, 2, 2, 2, 2, 2, 2, 2);18console.log(turn);19var wpt = require('wpt');20var turn = new wpt.turn_direction(2, 2, 2, 2, 2, 2, 2, 2, 2, 2);21console.log(turn);22var wpt = require('wpt');23var turn = new wpt.turn_direction(2, 2, 2, 2, 2, 2, 2, 2, 2, 2);24console.log(turn);

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Using AI Code Generation

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1var wpt = require('wpt');2var wp = new wpt();3var direction = wp.turn_direction(0,0,0,0,0,0,0,0);4console.log(direction);5var wpt = require('wpt');6var wp = new wpt();7var direction = wp.turn_direction(0,0,0,0,0,0,0,0);8console.log(direction);9var wpt = require('wpt');10var wp = new wpt();11var direction = wp.turn_direction(0,0,0,0,0,0,0,0);12console.log(direction);13var wpt = require('wpt');14var wp = new wpt();15var direction = wp.turn_direction(0,0,0,0,0,0,0,0);16console.log(direction);17var wpt = require('wpt');18var wp = new wpt();19var direction = wp.turn_direction(0,0,0,0,0,0,0,0);20console.log(direction);21var wpt = require('wpt');22var wp = new wpt();23var direction = wp.turn_direction(0,0,0,0,0,0,0,0);24console.log(direction);25var wpt = require('wpt');26var wp = new wpt();27var direction = wp.turn_direction(0,0,0,0,0,0,0,0);28console.log(direction);29var wpt = require('wpt');30var wp = new wpt();31var direction = wp.turn_direction(0,0,0,0,0,0,0,0);32console.log(direction);33var wpt = require('wpt');

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Using AI Code Generation

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1var wpt = require('wpt');2var wpt = new wpt('API_KEY');3wpt.turn_direction(37.772324,-122.214897, function(err, response){4 if(err) return console.log(err);5 console.log(response);6});7wpt.turn_direction(37.772324,-122.214897, function(err, response){8 if(err) return console.log(err);9 console.log(response);10});

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Using AI Code Generation

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1var wptools = require('wptools');2wptools.turn_direction(40.728, -73.989, '5th Ave', function(err, data) {3 if (err) {4 console.log(err);5 } else {6 console.log(data);7 }8});9wptools.turn_direction(40.728, -73.989, '5th Ave', function(err, data) {10 if (err) {11 console.log(err);12 } else {13 console.log(data);14 }15});16wptools.turn_direction(40.728, -73.989, '5th Ave', function(err, data) {17 if (err) {18 console.log(err);19 } else {20 console.log(data);21 }22});23wptools.turn_direction(40.728, -73.989, '5th Ave', function(err, data) {24 if (err) {25 console.log(err);26 } else {27 console.log(data);28 }29});30wptools.turn_direction(40.728, -73.989, '5th Ave', function(err, data) {31 if (err) {32 console.log(err);33 } else {

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Using AI Code Generation

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1var wpt = require('./wpt.js');2var lat1 = 37.777;3var lon1 = -122.418;4var lat2 = 37.777;5var lon2 = -122.419;6var lat3 = 37.778;7var lon3 = -122.419;8var lat4 = 37.778;9var lon4 = -122.418;10var lat5 = 37.777;11var lon5 = -122.418;12var turn = wpt.turn_direction(lat1, lon1, lat2, lon2, lat3, lon3);13console.log(turn);14turn = wpt.turn_direction(lat2, lon2, lat3, lon3, lat4, lon4);15console.log(turn);16turn = wpt.turn_direction(lat3, lon3, lat4, lon4, lat5, lon5);17console.log(turn);18turn = wpt.turn_direction(lat4, lon4, lat5, lon5, lat1, lon1);19console.log(turn);20turn = wpt.turn_direction(lat5, lon5, lat1, lon1, lat2, lon2);21console.log(turn);22exports.turn_direction = function(lat1, lon1, lat2, lon2, lat3, lon3) {23 var turn = 0;24 var y1 = (lon2 - lon1) * Math.cos((lat2 + lat1) / 2);25 var y2 = (lon3 - lon2) * Math.cos((lat3 + lat2) / 2);26 var x1 = lat2 - lat1;27 var x2 = lat3 - lat2;

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