Parallax | Gumby UI module providing a parallaxing background image | Frontend Framework library
kandi X-RAY | Parallax Summary
kandi X-RAY | Parallax Summary
A Gumby UI module providing a parallaxing background image effect
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QUESTION
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 16:32Try this:
QUESTION
I have this mEpisodeList
which is an ArrayList inside this class TvShowEpisodeLoader
I also have another class named TvShowEpisodeDetailsFragment
I want to access mEpisodeList
from 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
here is the code
...ANSWER
Answered 2021-Jun-11 at 20:24I 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
QUESTION
I have a view hierarchy as shown in the image below.
I'm getting strange scroll behaviors like,
- If I scroll (drag slowly or fling) from Area 1 the
AppBar
collapses along with it. This is fine. - But if I drag slowly from Area 2 the
AppBar
does not collapse. It stays there andRecyclerView
goes beneath it. However, it works fine with a fling.
activity_challenge_detail.xml
ANSWER
Answered 2021-Jun-09 at 09:27To fix this you need a couple of steps:
Wrap the outer
ViewPager2
in aNestedScrollView
, and of course transfer the scrolling behavior to it:So in
activity_challenge_detail.xml
:
QUESTION
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 07:38Do 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:
QUESTION
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 10:25I 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:
QUESTION
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 00:50Your 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.
QUESTION
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 20:11Add 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
QUESTION
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 17:49You need to draw the enemy (blob
) on the screen
instead of the map (display
) Surface
blob.draw(display)
QUESTION
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 08:22It 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:
QUESTION
I am relatively new to Ajax. I've created two
elements inside of them, both of them lead to other HTML files. What I am trying to achieve is that whenever I click on one of the links, the page automatically loads the HTML file related to it, however its not working for me. Whenever I click on one of the links, nothing happens. Thanks in advance! I am using JQuery with Ajax.
FIRST HTML FILE
...ANSWER
Answered 2021-Apr-27 at 14:24First of, you should use a templating engine (i.e: PHP) since it makes it infinitely easier to just change a head tag in one place than in N files. Same goes for scripts in footer etc.
Every page should be accessible on its own (via URL) but give the feel of no tab refresh, here's where AJAX comes at play:
header.php
:
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