Parallax | Gumby UI module providing a parallaxing background image | Frontend Framework library

 by   GumbyFramework JavaScript Version: Current License: No License

kandi X-RAY | Parallax Summary

kandi X-RAY | Parallax Summary

Parallax is a JavaScript library typically used in User Interface, Frontend Framework, React, Uikit applications. Parallax has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

A Gumby UI module providing a parallaxing background image effect
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            kandi-support Support

              Parallax has a low active ecosystem.
              It has 27 star(s) with 12 fork(s). There are 8 watchers for this library.
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              It had no major release in the last 6 months.
              There are 2 open issues and 0 have been closed. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Parallax is current.

            kandi-Quality Quality

              Parallax has 0 bugs and 0 code smells.

            kandi-Security Security

              Parallax has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Parallax code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Parallax does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Parallax releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.
              Parallax saves you 2 person hours of effort in developing the same functionality from scratch.
              It has 8 lines of code, 0 functions and 2 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Parallax Key Features

            No Key Features are available at this moment for Parallax.

            Parallax Examples and Code Snippets

            No Code Snippets are available at this moment for Parallax.

            Community Discussions

            QUESTION

            collapsingtoolbarlayout recyclerview working separately
            Asked 2021-Jun-15 at 16:32

            Collapsing toolbar layout and the recycler view should work together while swiping but working separately. suggest to me what to do! given below are my code and resulting gif part of my project.

            the toolbar layout is not showing fully if I swipe the screen from bottom to top. the toolbar layout is closed and only return if I swipe to toolbar layout separately.

            i want to toolbar layout to be in the same manner when i swipe the screen up and down.

            Code of my layout

            ...

            ANSWER

            Answered 2021-Jun-15 at 16:32

            QUESTION

            How to view an ArrayList in a horizonal scrollbar?
            Asked 2021-Jun-11 at 20:24

            I have this mEpisodeList which is an ArrayList inside this class TvShowEpisodeLoader I also have another class named TvShowEpisodeDetailsFragment I want to access mEpisodeListfrom TvShowEpisodeDetailsFragment I want to get mEpisode (which is the number of the episodes of a season of a tv show) and display all available episode numbers in a horizonal scrollbar in episode_details layout and upon tapping on a number it will switch to that episode

            here is TvShowEpisodeLoader , TvShowEpisodeDetailsFragment

            mEpisodeList

            here is the code

            ...

            ANSWER

            Answered 2021-Jun-11 at 20:24

            I solved the problem by importing the ArrayList from another class called TvShowEpisode instead of GridEpisode and Initialized properly Huge thanks to [AntiqTech]

            here is what I did

            the Arraylist was ready to be called so all I needed was

            Source https://stackoverflow.com/questions/67829190

            QUESTION

            AppBar not scrolling with nested ViewPager2
            Asked 2021-Jun-09 at 09:27

            I have a view hierarchy as shown in the image below.

            I'm getting strange scroll behaviors like,

            1. If I scroll (drag slowly or fling) from Area 1 the AppBar collapses along with it. This is fine.
            2. But if I drag slowly from Area 2 the AppBar does not collapse. It stays there and RecyclerView goes beneath it. However, it works fine with a fling.

            activity_challenge_detail.xml

            ...

            ANSWER

            Answered 2021-Jun-09 at 09:27

            To fix this you need a couple of steps:

            1. Wrap the outer ViewPager2 in a NestedScrollView, and of course transfer the scrolling behavior to it:

              So in activity_challenge_detail.xml:

            Source https://stackoverflow.com/questions/67778630

            QUESTION

            Random lag spikes with pygame parallax background
            Asked 2021-Jun-09 at 07:38

            I'm trying to make a platformer with a parallax background. I managed the code and also made sure to add .convert. It is running pretty well for the most part, but every now and then there are periodic lag spikes.

            ...

            ANSWER

            Answered 2021-Jun-09 at 07:38

            Do not load the images in the application loop. Loading an image is very time consuming because the image file has to be read and interpreted. Load the images once at the begin of the application:

            Source https://stackoverflow.com/questions/67899564

            QUESTION

            splitting.js results in "Uncaught TypeError: Splitting is not a function" in Rails 6
            Asked 2021-Jun-04 at 10:25

            I am using the splitting.js javascript library in my Rails 6 project. When I try to load the page I get "Uncaught TypeError: Splitting is not a function" in the console.

            I have installed the javascript library using Yarn:

            yarn add splitting

            Splitting() is called with other Javascript in scripts.js which is required in my applicaiton.js file. I have configured my application.js file in a number of ways to try to fix the issue but to no avail. Here is my current iteration of this file (entire file included in case there are other interactions to consider):

            ...

            ANSWER

            Answered 2021-Jun-04 at 10:25

            I solved this problem thanks to some help from @rossta. I needed to move all my import statement for the splitting.js module from application.js to the script.js file in which the module was being called. So I added the following to the top of scripts.js:

            Source https://stackoverflow.com/questions/67796590

            QUESTION

            Laravel 6 query related to searching events not showing result when some fields are empty and some not
            Asked 2021-Jun-01 at 14:44

            i'm kind of new to laravel first time developing on it. My goal is to get some filtered events to show, the filters should all work together ('filter 1' AND 'filter2' ecc..) even when some are empty. The problem that i'm getting is that when my filter fields are empty the query won't return any event. My CONTROLLER code:

            ...

            ANSWER

            Answered 2021-Jun-01 at 00:50

            Your original problem is probably that the input values are not null, but rather empty strings.

            But conditional queries like this are a good use of the when() query builder method. If the first argument evaluates to a non-false value, the second argument is executed.

            Source https://stackoverflow.com/questions/67781367

            QUESTION

            Hide TextView when CollapsingToolbarLayout is Collapsed, and show it when expanded
            Asked 2021-May-29 at 20:11

            I am working on an app using a CollapsingToolbarLayout, with an ImageView inside it. I wanted to add a gradient on top of it to look nicer and to be able to read the CollapsingToolBar title better, so I made a little hack and added a Relative Layout with a textview inside it, then I added a background to that same TextView (which is the gradient I was talking about). The problem with this is that when the ToolBar is collapsed, the gradient still shows over it and I dont want it to happen, how can I make it invisible when the ToolBar is collapsed?

            Design:

            ...

            ANSWER

            Answered 2021-May-29 at 20:11

            Add an OnOffsetChangedListener to the AppBar and listen to the changes when it's collapsed or expanded and hide/show your TextView based on that.

            Add an ID to the appbar

            Source https://stackoverflow.com/questions/67755150

            QUESTION

            Pygame Enemy not showing on screen
            Asked 2021-May-29 at 17:49
            import pygame, sys
            
            clock = pygame.time.Clock()
            
            from pygame.locals import *
            pygame.mixer.pre_init(44100,-16,2,512)
            pygame.init()
            
            pygame.display.set_caption('THE GAME')#Window name
            
            walkRight = [pygame.image.load('player_animations/R1.png'), pygame.image.load('player_animations/R2.png'), pygame.image.load('player_animations/R3.png'), pygame.image.load('player_animations/R4.png'), pygame.image.load('player_animations/R5.png'), pygame.image.load('player_animations/R6.png'), pygame.image.load('player_animations/R7.png'), pygame.image.load('player_animations/R8.png'), pygame.image.load('player_animations/R9.png')]
            walkLeft = [pygame.image.load('player_animations/L1.png'), pygame.image.load('player_animations/L2.png'), pygame.image.load('player_animations/L3.png'), pygame.image.load('player_animations/L4.png'), pygame.image.load('player_animations/L5.png'), pygame.image.load('player_animations/L6.png'), pygame.image.load('player_animations/L7.png'), pygame.image.load('player_animations/L8.png'), pygame.image.load('player_animations/L9.png')]
            
            Window_SIZE = (900,600)
            
            screen = pygame.display.set_mode(Window_SIZE,0,32)
            
            display = pygame.Surface((900,600))
            
            player_image = pygame.image.load('player_animations/player_image.png')
            player_image.set_colorkey((255,255,255))
            
            grass_image = pygame.image.load('Map/Grassblock.png')
            grass_image.set_colorkey((255,255,255))
            
            dirt_image = pygame.image.load('Map/Dirtblock.png')
            
            cobble_image = pygame.image.load('Map/Stoneblock.png')
            
            TILE_SIZE = grass_image.get_width()
            
            true_scroll = [0,0]
            
            #ENEMIES
            class Enemy(pygame.sprite.Sprite):
                enemy_sprite = [pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png'),pygame.image.load('Map/blob.png')]
                def __init__(self,x,y,width,height,end):
                    self.x = x 
                    self.y = y
                    self.width = width
                    self.height = height
                    self.end = end
                    self.path = [self.x,self.end]
                    self.walkCount = 0
                    self.vel = 3
                
                def draw(self,display):
                    self.move()
                    if self.walkCount + 1 <= 33:
                        self.walkCount = 0
            
                    if self.vel > 0:
                        display.blit(self.enemy_sprite[self.walkCount//3],(self.x,self.y))
                        self.walkCount += 1
                    else:
                        display.blit(self.enemy_sprite[self.walkCount//3],(self.x,self.y))
                        self.walkCount += 1     
            
                def move(self):
                    if self.vel > 0:
                        if self.x + self.vel < self.path[1]:
                            self.x += self.vel  
                        else:
                            self.vel = self.vel *-1
                            self.move_counter = 0
                    else:
                        if self.x - self.vel > self.path[0]:
                            self.x += self.vel  
                        else:
                            self.vel = self.vel *-1
                            self.move_counter = 0           
                    
            
            def redrawGameWindow():
                global walkCount
                screen.blit(display,(0,0))
                blob.draw(display)
            
                if walkCount + 1 >=  27:
                    walkCount = 0
            
                if moving_left:
                    screen.blit(walkLeft[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1
                        
                elif moving_right:
                    screen.blit(walkRight[walkCount // 3],(player_rect.x-scroll[0],player_rect.y-scroll[1] ))
                    walkCount += 1  
            
            
                else:
                    screen.blit(player_image,(player_rect.x-scroll[0],player_rect.y-scroll[1]))     
                
            
            
                pygame.display.update() 
                
            
            
            def load_map(path):
                f = open(path + '.txt','r')
                data = f.read()
                f.close()
                data = data.split('\n')
                game_map = []
                for row in data:
                    game_map.append(list(row))
                return game_map         
            
            game_map = load_map('Map/map')
            
            background_objects = [[0.2,[500,200,250,3000]],[0.5,[750,30,200,4000]],[0.3,[1000,100,235,2000]],[0.5,[130,90,100,4000]],[0.6,[300,100,220,5000]]]
            
            def collision_test(rect,tiles):
                hit_list = []
                for tile in tiles:
                    if rect.colliderect(tile):
                        hit_list.append(tile)
                return hit_list
                
            def move(rect,movement,tiles):
                collision_types = {'top':False,'bottom':False,'right':False,'left':False}
                rect.x += movement[0]
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[0] > 0:
                        rect.right = tile.left
                        collision_types['right'] = True
                    elif movement[0] < 0:
                        rect.left = tile.right
                        collision_types['left'] = True
                rect.y += movement[1]           
                hit_list = collision_test(rect,tiles)
                for tile in hit_list:
                    if movement[1] > 0:
                        rect.bottom = tile.top
                        collision_types['bottom'] = True
                    elif movement[1] < 0:
                        rect.top = tile.bottom
                        collision_types['top'] = True   
            
                return rect, collision_types
            
            
            moving_right = False
            moving_left = False
            
            moving_down = False
            
            player_y_momentum = 0
            air_timer = 0
            
            player_rect = pygame.Rect(50,50,player_image.get_width(),player_image.get_height())
            
            player_left = False
            player_right = False
            player_down = False 
            
            jump_sound = pygame.mixer.Sound('jump.wav')
            grass_sound = [pygame.mixer.Sound('grass_0.wav'),pygame.mixer.Sound('grass_1.wav')]
            
            pygame.mixer.music.load('music.wav')
            pygame.mixer.music.play(-1)
            
            blob = Enemy(0,20,50,50,7000)
            
            walkCount = 0
            
            vel = 5
            
            
            #Game loop
            while True:
                display.fill((146,244,255))
            
                true_scroll[0] += (player_rect.x - true_scroll[0]-450)/20
                true_scroll[1] += (player_rect.y - true_scroll[1]-364)/20
             
                scroll = true_scroll.copy()
                scroll[0] = int(scroll[0])
                scroll[1] = int(scroll[1])
            
                pygame.draw.rect(display,(7,80,75),pygame.Rect(0,400,900,600))
                for background_object in background_objects:
                    obj_rect = pygame.Rect(background_object[1][0]-scroll[0]*background_object[0],background_object[1][1]-scroll[1]*background_object[0],background_object[1][2],background_object[1][3])
                    if background_objects[0] == 0.5:
                        pygame.draw.rect(display,(255,0,0),obj_rect)
                    else:
                        pygame.draw.rect(display,(9,91,85),obj_rect)    
            
            
                
                tile_rects = []
                y=0
                for row in game_map:
                    x=0
                    for tile in row:
                        if tile != '0': 
                            tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE,TILE_SIZE,TILE_SIZE))
                        if tile == '1':
                            display.blit(dirt_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '2':
                            display.blit(grass_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))
                        if tile == '3':
                            display.blit(cobble_image,(x*TILE_SIZE-scroll[0],y*TILE_SIZE-scroll[1]))            
                        
            
            
                        x += 1
                    y += 1
                
                
                
                
                player_movement = [0,0]
                if moving_right:
                    player_movement[0] += vel
                if moving_left:
                    player_movement[0] -= vel
                #________________________________________
                if moving_down:
                    player_movement[1] += 7
            
                #________________________________________       
                player_movement[1] += player_y_momentum 
                player_y_momentum += 0.2
                if player_y_momentum > 3:   
                    player_y_momentum = 3
                  
            
                player_rect,collisions = move(player_rect,player_movement,tile_rects)           
            
                if collisions['bottom']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 1
            
            
                if collisions['top']:
                    player_y_momentum = 0
                    air_timer = 0
                else:
                    air_timer += 0.1
            
            
                for event in pygame.event.get():
                    if event.type == QUIT:
                        pygame.quit()
                        sys.exit()
            
                    if event.type == KEYDOWN:
                        if event.key == K_RIGHT:
                            moving_right = True
                            player_right = True
                            player_left = False
                            player_down = False
            
                        elif event.key == K_LEFT:
                            moving_left = True
                            player_left = True
                            player_right = False
                            player_down = False
            
                        #_________________________
                        elif event.key == K_DOWN:
                            moving_down = True
                            player_down = True
                            player_left = False
                            player_right = False
            
            
                        
                        else:
                            player_right = False
                            player_left = False
                            player_down = False
                            walkCount = 0   
            
                        if event.key == K_UP:
                            if air_timer < 6:
                                player_y_momentum = -7.5
                                player_right = False
                                player_left = False
                                player_down = False
                                walkCount = 0
                                jump_sound.play()
                                jump_sound.set_volume(0.1)
            
            
            
                    if event.type == KEYUP:
                        if event.key == K_RIGHT:
                            moving_right = False
                            
                        if event.key == K_LEFT:
                            moving_left = False 
            
                        if event.key == K_DOWN:
                            moving_down = False
                        
                    
                
                            
                
                redrawGameWindow()  
            
                surf = pygame.transform.scale(display,Window_SIZE)
                clock.tick(54)
            
            
            
            ...

            ANSWER

            Answered 2021-May-29 at 17:49

            You need to draw the enemy (blob) on the screen instead of the map (display) Surface

            blob.draw(display)

            Source https://stackoverflow.com/questions/67754133

            QUESTION

            Javascript conflict: Div scrolling speed control & image shrink on scroll together
            Asked 2021-May-27 at 08:22

            I've been wrestling with this problem for a while without success, so I'm hoping someone with greater knowledge can offer a solution.

            By using a script to independently control the scroll speeds of specific divs, I've managed to create an effect along the lines of parallax scrolling: https://neilwhitedesign.co.uk/pt_testing_area/index(scrolling).html

            However, what I would also like to add, is a second script to reduce the size of the logo when the page is scrolls: https://neilwhitedesign.co.uk/pt_testing_area/index(headershrink).html

            Independently, these scripts are working exactly as I want them, but when I try to combine the two, there is a conflict and only the scrolling effect works.

            Looking at similar questions posted previously, one solution was to add a further script between the two, to call a noConflict. However, while adding this now makes the shrinking image effect work, it does so at the expense of the scrolling effect.

            • Is what I'm trying to achieve possible?
            • Is there a simple solution to get around the conflict?

            Please find my html and css below:

            HTML

            ...

            ANSWER

            Answered 2021-May-27 at 08:22

            It is because you declare window.onscroll twice and therefor it overwrites the first declaration. You just have to add the call of growShrinkLogo() to the second window.onscroll.

            Working example:

            Source https://stackoverflow.com/questions/67043559

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Parallax

            A bower package is available to install this repo into your project. We recommend using this method to install Gumby and any extra UI modules, however you can alternatively move the individuals files into your project. Include gumby.parallax.js in the same fashion as your other UI modules, after gumby.js and before gumby.init.js. In production you should minify JavaScript files into a single optimized gumby.min.js file, ensuring the order (gumby.js, UI modules, gumby.init.js) is retained. Import the _parallax.scss partial in the same fashion as your other imports. Once you compile sass you are good to go.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/GumbyFramework/Parallax.git

          • CLI

            gh repo clone GumbyFramework/Parallax

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            git@github.com:GumbyFramework/Parallax.git

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