knockback | js provides Knockout.js magic | Frontend Framework library

 by   kmalakoff JavaScript Version: 1.2.3 License: MIT

kandi X-RAY | knockback Summary

kandi X-RAY | knockback Summary

knockback is a JavaScript library typically used in User Interface, Frontend Framework, Framework applications. knockback has no vulnerabilities, it has a Permissive License and it has medium support. However knockback has 4 bugs. You can install using 'npm i knockback' or download it from GitHub, npm.

Knockback.js provides Knockout.js magic for Backbone.js Models and Collections.
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            kandi-support Support

              knockback has a medium active ecosystem.
              It has 1058 star(s) with 81 fork(s). There are 42 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 143 have been closed. On average issues are closed in 213 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of knockback is 1.2.3

            kandi-Quality Quality

              knockback has 4 bugs (0 blocker, 0 critical, 2 major, 2 minor) and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              knockback is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              knockback releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.
              knockback saves you 166 person hours of effort in developing the same functionality from scratch.
              It has 411 lines of code, 0 functions and 52 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed knockback and discovered the below as its top functions. This is intended to give you an instant insight into knockback implemented functionality, and help decide if they suit your requirements.
            • Bind func to func
            • Add argument to list
            • Main module definition .
            • Call a property .
            • Check if the argument is a function
            • Determines if two types are equal .
            • Checks if obj is a Window .
            • Duplicate a reference
            • Gets the module exports
            • get default module
            Get all kandi verified functions for this library.

            knockback Key Features

            No Key Features are available at this moment for knockback.

            knockback Examples and Code Snippets

            No Code Snippets are available at this moment for knockback.

            Community Discussions

            QUESTION

            How to use groupcollide?
            Asked 2021-Jun-08 at 16:07

            So I've been wondering how to use the pygame groupcollide. And I'm utterly stumped right now. As I am using collide_rect and it is fine. But for groupcollide I can't seem to figure out how to call the properties of the item inside of that group. And I can't do collide rect because there's going to be a lot of bullets.

            ...

            ANSWER

            Answered 2021-Jun-08 at 16:07

            You cannot use pygame.sprite.groupcollide() here, because the bullets collide with the player that shoots the bullets.
            You have to use pygame.sprite.spritecollide(), with one player and the bullets of the opponent. Call it once for each player.

            Source https://stackoverflow.com/questions/67890545

            QUESTION

            How do i get string from Entry in tkinter? I use .get(), but it only returns 0
            Asked 2021-May-22 at 15:53

            I have trouble returning results from Entry in tkinter. I do not use it immediately after creating tne Entry:

            ...

            ANSWER

            Answered 2021-May-22 at 15:02

            The problem lies in the fact that you don't remember the Entry widgets. You just store them to a local variable in function enchwind() and don't store them anywhere. They are created but you lose all reference.

            You could use a list as an attribute of window to store them:

            In the definition of your window, add the line:

            Source https://stackoverflow.com/questions/67650828

            QUESTION

            Operator '*' cannot be applied to operands of type 'void' and 'float'
            Asked 2021-May-05 at 02:51
            ***
            
            ...

            ANSWER

            Answered 2021-May-05 at 02:51

            forceDirection.Normalize() alters the forceDirection vector and returns void, rather than returning the normalized vector. So you'll need to split the Normalize() call and the multiplication into separate statements:

            Source https://stackoverflow.com/questions/67394468

            QUESTION

            Adding force to a unit based on a gameobject's rotation
            Asked 2021-Apr-14 at 19:27

            I want to a add force to an enemy when my bullet hits it. I want the force to push the enemy away. I was having trouble finding a tutorial about this, so I'm assuming it's quite simple, and I'm oversimplifying it.

            Note: this is for Unity2D

            This is the code I have currently:

            ...

            ANSWER

            Answered 2021-Apr-14 at 19:27

            I'm assuming that collision.transform.rotation = 180 is the line it is erroring on.
            In this case it doesn't make sense to compare an int to a Quaternion because they aren't the same units.

            Because there are approaches far simpler than comparing a Quaternion in this use case, I'll leave out Quaternions in this answer in order to keep this response concise.

            For figuring out which side the bullet hits on, it will be easier to compare to x positions of your enemy and bullet, like so:

            Source https://stackoverflow.com/questions/67097527

            QUESTION

            Slow over time on collision with a FrostBullet
            Asked 2020-Jul-19 at 20:46

            I'm new at Unity and C#. I started this 2D game few weeks ago.

            So basically what I want to do is when the player is hit by "FrostBullet", it should deal the damage and slow that player over time. In my script the player is hit by FrostBullet, it deals the damage and the slow is constant, not over time. I want it to be like, when the player is hit by FrostBullet, the player should be slowed for 2 sec and than his movement speed is back to normal.

            So this is how my code look like:

            ...

            ANSWER

            Answered 2020-Jul-19 at 20:46

            The issue seems to be that your bool isHit, that is set to true before calling the Coroutine, is never reset to false.

            So the loop:

            Source https://stackoverflow.com/questions/62974622

            QUESTION

            Why won't my setblock command which summons a chest put the items inside I told it too?
            Asked 2020-Jun-02 at 21:33

            So I am making a Minecraft command with /setblock. It is supposed to put a 32K diamond sword in the first slot, and a 32K diamond axe on the second slot. Here is my command (it's ver big):

            ...

            ANSWER

            Answered 2020-Jun-02 at 21:33

            You need a "b" after the slot number. Try the following:

            Source https://stackoverflow.com/questions/62161443

            QUESTION

            OnTriggerStay2D performance/alternatives
            Asked 2020-Mar-02 at 15:43

            I got a simple "OnTouch" script on my enemies, which knocks back the player if they come in contact. The player then gets invincible for a short time. Something like this:

            ...

            ANSWER

            Answered 2020-Mar-02 at 14:56

            The way I found is manually tracking the collisions like this:

            Source https://stackoverflow.com/questions/60491347

            QUESTION

            Unity - AddForce() while using MovePosition() for movement
            Asked 2020-Feb-27 at 13:23

            I was working on my top down game, but I got stuck. I am trying to make player be knockbacked when an enemy hits him(their rigidbodies collide).

            Now the problem is I am using MovePosition for player movement and when I then use anything that will change the velocity of the players RB(setting velocity/AddForce()), the force/velocity is applied just for a split second. I think it is because I use the MovePosition which somehow ignores or resets the velocity.

            Is there some way I can go around this without having to make the player controls based on adding forces with max velocity or with calculating how long will the knockback last for?

            Shortly, I want the knock back smooth, because now I have to add a really high force to have really fast (basically instant) movement.

            ...

            ANSWER

            Answered 2020-Feb-26 at 14:46

            Try to rewrite it so that the physics engine take care of everything for you. You can try moving your object with the use of AddForce and while at "knockback" state you can utilise AddForce with Force.Impulse as a parameter. It should work as intended and will take the problem of the movement from your shoulders.

            Source https://stackoverflow.com/questions/60414946

            QUESTION

            Making a timer start at a spesific point in the code
            Asked 2020-Jan-08 at 18:08

            ive been working on a game as of resently. At the moment im trying to create a main menu, that will co-exist and work together with my game. Ive run in to a problem unfortunetly. I have made a "delay" timer that removes health from the user player, and a timer for the boss youre fightning, for the boss to be able to jump around the battleground after a certain delay/timer. this worked out fine until i tried to implement a main menu. When i put the menu in, i made it so if you press "p" it will take you in to the game and start the par of the "draw" function which has the game inside, and only then it should start the delay/timer consisting of 5000ms. The problem comes when i try to put the "delay" inside of the part that has the game in it, the delay wont work, but if i put it back where i first had it, which was in the "Setup" part, it does work only that it instead starts the timer as soon as the program is started and not the actual game. here is my code:

            ...

            ANSWER

            Answered 2020-Jan-08 at 17:45

            Without changing much of your code, you could fix the initial issue like this:

            Source https://stackoverflow.com/questions/59650680

            QUESTION

            Addforce won't knockback my player character
            Asked 2019-Nov-23 at 21:35

            I'm trying to add knockback to my player, but he won't move. I know the function is correctly called and the if a statement is functional, as he will still take damage, but the player won't move at all. Weirdly, if I put the addForce somewhere else (Like in the update() method), it will work, but not in this scenario.

            Some help would be greatly appreciated

            ...

            ANSWER

            Answered 2019-Nov-14 at 15:00

            Hey I think the issue here is with your use of

            Source https://stackoverflow.com/questions/58854148

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

            Vulnerabilities

            No vulnerabilities reported

            Install knockback

            Website - explore everything Knockback and connect to the community
            Tutorials - try some live examples
            API Docs - dig into the API
            TodoMVC App (Live!) - compare client-side framworks
            Please see the release notes for upgrade pointers. The full versions bundle advanced features. The core versions remove advanced features that can be included separately: localization, formatting, triggering, defaults, and validation. The stack versions provide Underscore.js + Backbone.js + Knockout.js + Knockback.js in a single file.
            Full Library (dev, 64k) or (min+gzip, 8k)
            Full Stack (dev, 330k) or (min+gzip, 32k)
            Core Library (dev, 54k) or (min+gzip, 7k)
            Core Stack (dev, 315k) or (min+gzip, 31k)
            npm: npm install knockback
            Bower: bower install knockback
            NuGet - install right in Visual Studio
            Backbone.js - provides the Model layer
            Knockout.js - provides the ViewModel layer foundations for Knockback
            Underscore.js - provides an awesome JavaScript utility belt
            LoDash - optionally replaces Underscore.js with a library optimized for consistent performance
            Parse - optionally replaces Backbone.js and Underscore.js
            BackboneORM - A polystore ORM for Node.js and the browser
            Backbone-Relational.js - Get and set relations (one-to-one, one-to-many, many-to-one) for Backbone models
            Backbone Associations - Create object hierarchies with Backbone models. Respond to hierarchy changes using regular Backbone events
            BackboneModelRef.js - provides a reference to a Backbone.Model that can be bound to your view before the model is loaded from the server (along with relevant load state notifications).

            Support

            To build the library for Node.js and browsers:.
            Find more information at:

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            gh repo clone kmalakoff/knockback

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            git@github.com:kmalakoff/knockback.git

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