core/src/com/github/kkysen/megamashbros/core/Player.java
private void knockback(final float damage, final float angle, final float knockback) {
        final float accelerationMagnitude = knockback * damage * (percentage + 1)
                * /* * massReciprocal*/ KNOCKBACK_MULTIPLIER;
        System.out.println(this + " knocked back by " + accelerationMagnitude + " at "
                + MathUtils.radiansToDegrees * angle + " degrees, increasing percentage to "
                + percentage + "%");
        percentage += damage * PERCENTAGE_MULTIPLIER;
        acceleration.setAngleAndLength(angle, accelerationMagnitude);
        stunTime += accelerationMagnitude * HITSTUN_MULTIPLIER;
        System.out.println(this + " stunned for " + stunTime + " sec");
        move();
    }
/**
     * Knock backs a player at a certain angle and knockback value, increasing
     * {@link #percentage} in the process.
     * 
     * @param damage damage done to this {@link Player}
     * @param angle angle in radians at which this {@link Player} was attacked
     * @param knockback the hard-coded {@link Hitbox#knockback} value
     */
Knock backs a player at a certain angle and knockback value, increasing
#percentage in the process.

@param damage damage done to this  Player
@param angle angle in radians at which this  Player was attacked
@param knockback the hard-coded  Hitbox#knockback value
Knock backs a player at a certain angle and knockback value increasing #percentage in the process . @param damage damage done to this Player @param angle angle in radians at which this Player was attacked @param knockback the hard - coded Hitbox#knockback value
private void knockback(final float damage, final float angle, final float knockback) {
        final float accelerationMagnitude = knockback * damage * (percentage + 1)
                * /* * massReciprocal*/ KNOCKBACK_MULTIPLIER;
        System.out.println(this + " knocked back by " + accelerationMagnitude + " at "
                + MathUtils.radiansToDegrees * angle + " degrees, increasing percentage to "
                + percentage + "%");
        percentage += damage * PERCENTAGE_MULTIPLIER;
        acceleration.setAngleAndLength(angle, accelerationMagnitude);
        stunTime += accelerationMagnitude * HITSTUN_MULTIPLIER;
        System.out.println(this + " stunned for " + stunTime + " sec");
        move();
    }
private void knockback ( final float damage , final float angle , final float knockback ) { final float accelerationMagnitude = knockback * damage * ( percentage + 1 ) * /* * massReciprocal*/ KNOCKBACK_MULTIPLIER ; System . out . println ( this + " knocked back by " + accelerationMagnitude + " at " + MathUtils . radiansToDegrees * angle + " degrees, increasing percentage to " + percentage + "%" ) ; percentage += damage * PERCENTAGE_MULTIPLIER ; acceleration . setAngleAndLength ( angle , accelerationMagnitude ) ; stunTime += accelerationMagnitude * HITSTUN_MULTIPLIER ; System . out . println ( this + " stunned for " + stunTime + " sec" ) ; move ( ) ; }
Knock backs a player at a certain angle and knockback value, increasing
 {@link #percentage} in the process.
Knock backs a player at a certain angle and knockback value increasing { @link #percentage } in the process .