How to use loadFile method in istanbul

Best JavaScript code snippet using istanbul

server.js

Source: server.js Github

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...62 })63 })64 return out;65}66function loadFile(name, transform) {67 if(name.match('.js')) {68 files[name] = wrap.pre() + fs.readFileSync(__dirname + '/​' + name) + wrap.post(name);69 } else {70 files[name] = fs.readFileSync(__dirname + '/​' + name);71 if(transform) {72 files[name] = transform(files[name]);73 }74 }75}76soundNames.readFileNames().then(fileNames => {77 files['sounds.js'] = wrap.pre() + 'module.exports=' + JSON.stringify(fileNames) + wrap.post('sounds.js');78})79.catch(err => console.log(err))80loadFile('AbilityCard.js');81loadFile('AdventureOptions.js');82loadFile('Keyboard.js');83loadFile('AdventureHelp.js');84loadFile('PrimeVessel.js');85loadFile('Equipment.js');86loadFile('Armory.js');87loadFile('AdventureMessage.js');88loadFile('storage.js');89loadFile('CS.js');90loadFile('PositionList2d.js');91loadFile('Battle.js');92loadFile('Rand.js');93loadFile('Ability.js');94loadFile('Monster.js');95loadFile('MonsterCard.js');96loadFile('Terrain.js');97loadFile('Logger.js');98loadFile('Lobby.js');99loadFile('lobby-channels-client.js');100loadFile('Arena.js');101loadFile('Canvas.js');102loadFile('Sprite.js');103loadFile('CompositeSprite.js');104loadFile('AbilityEffect.js');105loadFile('Slider.js');106loadFile('Animation.js');107loadFile('AI.js');108loadFile('TeamSelect.js');109loadFile('BattleResult.js');110loadFile('BattleMenu.js');111loadFile('SoundPlayer.js');112loadFile('Menu.js');113loadFile('Match.js');114loadFile('DynamicSound.js');115loadFile('TeamViewer.js');116loadFile('Quest.js');117loadFile('QuestLog.js');118loadFile('Check.js');119loadFile('upgrade-rules.js');120loadFile('Team.js');121loadFile('UnitPlacement.js');122loadFile('ToolTip.js');123loadFile('Scroll.js');124loadFile('FixedList.js');125loadFile('View.js');126loadFile('GameUI.js');127loadFile('Gauntlet.js');128loadFile('CardList.js');129loadFile('Component.js');130loadFile('TeamSheet.js');131loadFile('Maze.js');132loadFile('Adventure.js');133loadFile('AdventureEditor.js');134loadFile('AdventureMenu.js');135loadFile('AdventureTime.js');136loadFile('Tree.js');137loadFile('SkillTree.js');138loadFile('AbilityTree.js');139loadFile('Camera.js');140loadFile('GridBox.js');141loadFile('Inventory.js');142loadFile('Crafting.js');143loadFile('init-sound.js');144loadFile('game-modes.js');145loadFile('guid.js');146loadFile('seven.js');147loadFile('special-effects.js');148loadFile('elements.js');149loadFile('ability-tpl.js');150loadFile('terrain-tpl.js');151loadFile('animation-tpl.js');152loadFile('heroes-like.js');153loadFile('icon-tpl.js');154loadFile('team-tpl.js');155loadFile('leader-tpl.js');156loadFile('quest-tpl.js');157loadFile('recipe-tpl.js');158loadFile('equipment-tpl.js');159loadFile('skilltree-mods-tpl.js');160loadFile('pathfinding.js');161loadFile('index.html');162loadFile('rules.html', addRuleLinks);163loadFile('battle.html');164loadFile('animation.html');165loadFile('skilltree.html');166loadFile('abilitytree.html');167loadFile('arena.html');168loadFile('team.html');169loadFile('lobby.html');170loadFile('bestiary.html');171loadFile('ability-compendium.html');172loadFile('adventure.html');173loadFile('Aclonica.ttf');174loadFile('DungeonCrawl_ProjectUtumnoTileset.png');175loadFile('sheet_of_old_paper.png');176loadFile('sheet_of_old_paper_horizontal.png');177loadFile('spellbookForFlare.png');178loadFile('Hell2.jpg');179loadFile('mythical_card.jpg');180loadFile('demons_card.jpg');181loadFile('beasts_card.jpg');182loadFile('outlaws_card.jpg');183loadFile('undead_card.jpg');184loadFile('order_of_idun_card.jpg');185loadFile('aloysias_chosen_card.jpg');186loadFile('defeat.jpg');187const Spartan = {188 regular: fs.readFileSync(__dirname + '/​Spartan-Regular.ttf'),189 semibold: fs.readFileSync(__dirname + '/​Spartan-SemiBold.ttf')190};191function saveData(req, res, folder, url) {192 let id = url.searchParams.get('id') || guid();193 let name = id + '.json';194 console.log('saving', name, id)195 let local = fs.createWriteStream(__dirname + `/​${folder}/​${name}`);196 let remote = backup.stream(folder, name);197 req.on('data', chunk => {198 console.log('writing data to local and remote')199 local.write(chunk);200 remote.write(chunk);...

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MOG_SceneMenu_FileRename.js

Source: MOG_SceneMenu_FileRename.js Github

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1/​/​============================================================================2/​/​ MOG_SceneMenu_FileRename.js3/​/​----------------------------------------------------------------------------4/​/​ (C) 2018 astral5/​/​ This software is released under the MIT License.6/​/​ https:/​/​opensource.org/​licenses/​mit-license.php7/​/​----------------------------------------------------------------------------8/​/​ Version9/​/​ 1.0 2018/​10/​22 初版10/​*:11 * @plugindesc MOG SceneMenu /​ BattleCommandsでファイル名を変更します12 * @author astral13 *14 * @param changeFileList15 * @text 変更するファイル名一覧16 * @desc 変更するファイル名一覧17 * @type struct<fileNameList>[]18 * @default ["{\"menuCommand\":\"アイテム\",\"loadFile\":\"Item\"}","{\"menuCommand\":\"装備\",\"loadFile\":\"Equip\"}","{\"menuCommand\":\"スキル\",\"loadFile\":\"Skill\"}","{\"menuCommand\":\"ステータス\",\"loadFile\":\"Status\"}","{\"menuCommand\":\"並び替え\",\"loadFile\":\"Formation\"}","{\"menuCommand\":\"オプション\",\"loadFile\":\"Options\"}","{\"menuCommand\":\"セーブ\",\"loadFile\":\"Save\"}","{\"menuCommand\":\"ゲーム終了\",\"loadFile\":\"GameEnd\"}","{\"menuCommand\":\"Com_攻撃\",\"loadFile\":\"Com_Attack\"}","{\"menuCommand\":\"Com_防御\",\"loadFile\":\"Com_Guard\"}","{\"menuCommand\":\"Com_アイテム\",\"loadFile\":\"Com_Item\"}","{\"menuCommand\":\"Com_魔法\",\"loadFile\":\"Com_Magic\"}","{\"menuCommand\":\"Com_必殺技\",\"loadFile\":\"Com_Special\"}"]19 *20 *21 * @help22 *23 * https:/​/​forum.tkool.jp/​index.php?threads/​2806/​24 *25 * 下記プラグインで日本語等のコマンド名を使用した場合に、26 * 読み込まれるファイルを別のファイル名へ置き換えます。27 *28 * MOG_SceneMenu.js v1.229 * MOG_BattleCommands.js v1.230 *31 *32 * RPGツクールMV ver1.5.0以降対応です。33 *34 * プラグイン登録35 * MOG_BattleCommands.js36 * MOG_SceneMenu.js37 * の下になるよう配置してください。38 * どちらかのプラグインのみでも動作します。39 *40 * プラグインパラメータ41 * 変更前のファイル名と変更後のファイル名を指定してください。42 * 基本的に大文字小文字は区別されます。43 *44 * .pngなどの拡張子は不要です。45 *46 * 新規プロジェクトで使用されるものは設定済みなので、47 * コマンドを追加される場合に追加してください。48 *49 * 例:50 * 変更前のファイル名:アイテム51 * 変更後のファイル名:Item52 *53 *54 *55 *56 * MOG - Scene Menu (v1.2)について57 * https:/​/​atelierrgss.wordpress.com/​58 *59 *60 */​61/​*~struct~fileNameList:62* @param menuCommand63* @text 変更前のファイル名64* @type string65* @desc このファイルが呼び出された時を対象とします。大文字小文字も区別されます。66*67* @param loadFile68* @text 変更後のファイル名69* @type string70* @desc 実在するファイル名を指定します。Windows以外では大文字小文字が区別されます。71*/​72(function () {73 'use strict';74 var parameters = PluginManager.parameters('MOG_SceneMenu_FileRename');75 var param = JSON.parse(JSON.stringify(parameters, function (key, value) {76 try {77 return JSON.parse(value);78 } catch (e) {79 try {80 return eval(value);81 } catch (e) {82 return value;83 }84 }85 }));86 var changeFileList = param.changeFileList || [];87 var replaceLoadFile = function (filename) {88 var fileList;89 var len = changeFileList.length;90 for (var i = 0; i < len; i++) {91 fileList = changeFileList[i];92 if (fileList && fileList.menuCommand === filename && fileList.loadFile) {93 return fileList.loadFile;94 }95 }96 return filename;97 };98 /​/​============================================================================99 /​/​ ** ImageManager100 /​/​============================================================================101 /​/​==============================102 /​/​ * Main Commands103 /​/​==============================104 var _ImageManager_loadMenusMainCommands = ImageManager.loadMenusMainCommands;105 ImageManager.loadMenusMainCommands = function (filename) {106 return _ImageManager_loadMenusMainCommands.call(this, replaceLoadFile(filename));107 };108 /​/​==============================109 /​/​ * BHud110 /​/​==============================111 var _ImageManager_loadBcom = ImageManager.loadBcom;112 ImageManager.loadBcom = function (filename) {113 return _ImageManager_loadBcom.call(this, replaceLoadFile(filename));114 };...

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Loading.js

Source: Loading.js Github

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...9 var self = this;10 var progressBar = document.querySelector('.progress-bar-inner');11 game.sounds = {};12 /​/​some libs13 game.loader.loadFile('./​lib/​pixi.min.js')14 .loadFile('./​lib/​howler.min.js')15 .loadFile('./​lib/​p2.min.js')16 /​/​states17 .loadFile('./​js/​states/​Initialize.js')18 .loadFile('./​js/​states/​Menu.js')19 .loadFile('./​js/​states/​Gameplay.js')20 .loadFile('./​js/​states/​GameOver.js')21 /​/​components22 .loadFile('./​js/​components/​Animation.js')23 .loadFile('./​js/​components/​Body.js')24 .loadFile('./​js/​components/​Sprite.js')25 .loadFile('./​js/​components/​Stats.js')26 /​/​entities27 .loadFile('./​js/​entities/​Player.js')28 .loadFile('./​js/​entities/​Ball.js')29 .loadFile('./​js/​entities/​Paddle.js')30 .loadFile('./​js/​entities/​Counter.js')31 .loadFile('./​js/​entities/​Block.js')32 .loadFile('./​js/​entities/​WallTop.js')33 .loadFile('./​js/​entities/​WallRight.js')34 .loadFile('./​js/​entities/​WallLeft.js')35 /​/​systems36 .loadFile('./​js/​systems/​Renderer.js')37 .loadFile('./​js/​systems/​AnimationUpdater.js')38 .loadFile('./​js/​systems/​PhysicsStep.js')39 .loadFile('./​js/​systems/​SpriteBodyUpdater.js')40 .loadFile('./​js/​systems/​PaddleMovement.js')41 .loadFile('./​js/​systems/​BlockHit.js')42 .loadFile('./​js/​systems/​PaddleHit.js')43 .loadFile('./​js/​systems/​CountdownSystem.js')44 .loadFile('./​js/​systems/​BallDeathChecker.js')45 .loadFile('./​js/​systems/​InitializeLevel.js')46 .loadFile('./​js/​systems/​LevelChanger.js')47 /​/​texures48 .loadTextureAtlas('./​assets/​textures/​breakout.json')49 /​/​sounds50 .loadSound({51 id: 'brickDeath',52 src: ['./​assets/​sounds/​brickDeath.ogg', './​assets/​sounds/​brickDeath.mp3', './​assets/​sounds/​brickDeath.wav'],53 })54 .loadSound({55 id: 'countdownBlip',56 src: ['./​assets/​sounds/​countdownBlip.ogg', './​assets/​sounds/​countdownBlip.mp3', './​assets/​sounds/​countdownBlip.wav'],57 })58 game.loader.on('fileload', function (e) {59 if (e.item.type === Entropy.Loader.SOUND) {60 game.sounds[e.item.id] = e.result;...

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Using AI Code Generation

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1var istanbul = require('istanbul');2var collector = new istanbul.Collector();3var reporter = new istanbul.Reporter();4var sync = false;5collector.add(istanbul.utils.loadFile('coverage/​coverage.json'), sync);6reporter.add('text');7reporter.addAll(['lcov', 'html']);8reporter.write(collector, sync, function() {9 console.log('All reports generated');10});

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Using AI Code Generation

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1var istanbul = require('istanbul');2var collector = new istanbul.Collector();3collector.add(loadFile('coverage/​coverage.json'));4var reporter = new istanbul.Reporter();5reporter.add('html');6reporter.write(collector, true, function () {7 console.log('All reports generated');8});

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Using AI Code Generation

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1var istanbul = require('istanbul');2var collector = new istanbul.Collector();3collector.add(istanbul.utils.loadFile('coverage.json'));4var reporter = new istanbul.Reporter();5reporter.add('text');6reporter.addAll([ 'lcov', 'json' ]);7reporter.write(collector, true, function () {8 console.log('All reports generated');9});

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Using AI Code Generation

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1var istanbul = require('istanbul');2var collector = new istanbul.Collector();3var reporter = new istanbul.Reporter();4var coverage = istanbul.utils.loadFile('/​path/​to/​coverage.json', sync);5collector.add(coverage);6reporter.add('text');7reporter.addAll([ 'lcov', 'clover' ]);8reporter.write(collector, true, function () {9 console.log('All reports generated');10});

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Using AI Code Generation

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1var istanbul = require('istanbul'),2 path = require('path'),3 collector = new istanbul.Collector(),4 reporter = new istanbul.Reporter(),5 sync = false;6collector.add(istanbul.utils.loadFile(path.join(process.cwd(), 'coverage.json')));7reporter.add('text');8reporter.write(collector, sync, function () {});

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Using AI Code Generation

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1var istanbul = require('istanbul');2var collector = new istanbul.Collector();3var reporter = new istanbul.Reporter();4collector.add(istanbul.utils.loadFile('coverage/​coverage.json', sync));5reporter.add('text');6reporter.addAll([ 'lcov', 'json' ]);7reporter.write(collector, true, function () { console.log('done'); });8"scripts": {9}

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Using AI Code Generation

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1var instrumenter = require('istanbul-lib-instrument');2var instrumentedCode = instrumenter.loadFile('test.js');3var instrumenter = require('istanbul-lib-instrument');4var instrumentedCode = instrumenter.instrumentSync('test.js');5var instrumenter = require('istanbul-lib-instrument');6var instrumentedCode = instrumenter.instrument('test.js', function (err, instrumentedCode) {7 console.log(instrumentedCode)8});9var instrumenter = require('istanbul-lib-instrument').createInstrumenter();10var instrumentedCode = instrumenter.instrumentSync('test.js');11var instrumenter = require('istanbul-lib-instrument').createInstrumenter();12var instrumentedCode = instrumenter.instrument('test.js', function (err, instrumentedCode) {13 console.log(instrumentedCode)14});15var instrumenter = require('istanbul-lib-instrument').createInstrumenter();16var instrumentedCode = instrumenter.instrumentSync('test.js', { coverageVariable: '__coverage__' });17var instrumenter = require('istanbul-lib-instrument').createInstrumenter();18var instrumentedCode = instrumenter.instrument('test.js', { coverageVariable: '__coverage__' }, function (err, instrumentedCode) {19 console.log(instrumentedCode)20});21var instrumenter = require('istanbul-lib-instrument').createInstrumenter();22var instrumentedCode = instrumenter.instrumentSync('test.js', { coverageVariable: '__coverage__', autoWrap: true });23var instrumenter = require('istanbul-lib-instrument').createInstrumenter();24var instrumentedCode = instrumenter.instrument('test.js

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Using AI Code Generation

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1var istanbul = require('istanbul');2var collector = new istanbul.Collector();3var reporter = new istanbul.Reporter();4collector.add(istanbul.utils.loadFile('coverage/​coverage.json', sync));5reporter.add('text-summary');6reporter.addAll(['lcov', 'json']);7reporter.write(collector, true, function() {8console.log('All reports generated');9});10"scripts": {11 },12 "devDependencies": {13 "eslint-plugin-import": "^2.2.0",

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