knockback | js provides Knockout.js magic | Frontend Framework library
kandi X-RAY | knockback Summary
kandi X-RAY | knockback Summary
Knockback.js provides Knockout.js magic for Backbone.js Models and Collections.
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Top functions reviewed by kandi - BETA
- 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
knockback Key Features
knockback Examples and Code Snippets
Community Discussions
Trending Discussions on knockback
QUESTION
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 16:07You 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.
QUESTION
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 15:02The 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:
QUESTION
***
...ANSWER
Answered 2021-May-05 at 02:51forceDirection.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:
QUESTION
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 19:27I'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:
QUESTION
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 20:46The 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:
QUESTION
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 21:33You need a "b" after the slot number. Try the following:
QUESTION
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 14:56The way I found is manually tracking the collisions like this:
QUESTION
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 14:46Try 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.
QUESTION
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 17:45Without changing much of your code, you could fix the initial issue like this:
QUESTION
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 15:00Hey I think the issue here is with your use of
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install knockback
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).
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