RainDrop | dl wrapper - RainDrop was originally a standalone program | Download Utils library
kandi X-RAY | RainDrop Summary
kandi X-RAY | RainDrop Summary
A youtube-dl wrapper - RainDrop was originally a standalone program, but youtube-dl did so much more I ended up just wrapping it. RainDrop is a simple Youtube/Soundcloud Audio Downloader written in C# by DarkTussin. This version wraps Youtube-DL providing additional functionality. (Note: If a playlist is detected, it will automatically pull the links). Raindrops that "Failed to Condense" (Failed to Download) will "Evaporate" (Close). To Cancel a Download simply close the associated RainDrop. To Cancel all Downloads simply close the main form. (If songs are downloading, it will abort them - click again to close all the way). Songs with HQ Resolutions will typically contain higher quality audio. Tags: Raindrop youtube soundcloud downloader youtube downloader music downloader video downloader facebook downloader soundcloud downloader darktussin music download software download youtube videos download youtube songs spotify download music songs find songs online free download.
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QUESTION
The problem I encounter is that I dont know how to overlay a text, image, and video on a javascript. I tried to find it on youtube and google but I find no answer. Can somebody help me? Thanks!
...ANSWER
Answered 2022-Mar-23 at 16:55Using this answer solution, you can use the properties position: absolute
to place elements above the canvas.
QUESTION
I've been learning about libgdx recently. In the process of following the instructions on their libgdx wiki I ran into some problems.
Specifically in the GameScreen class at the 99th line I changed the code inside so that it goes back to the previous screen (MainMenuScreen class) and yes you see when the mouse is pressed it worked (I mean go back to the screen before ) but a very very short time after, the screen AUTOMATICALLY switches to the GameScreen class (like I click the mouse once but it makes me 1 more redundant task). I guess when I click on the GameScreen screen it did the code in the if statement on line 99 to go to MainMenuScreen screen. In that screen at line 32 I guess it was true after I got to this screen because when I change the key is listened then it works fine (only converts once). I was intending to try implementing InputProcessor on each screen class but now I'm avoiding it for some reason. Can someone give me some advice recommend.Thank you
Here is the source code for the MainMenuScreen class.
...ANSWER
Answered 2022-Jan-11 at 06:29Your analysis of the problem seems correct to me. The method Gdx.input.isTouched()
will immediately return true, if the screen is still being touched after you changed to the main menu.
Also you the solution that you already tried seems correct:
I was intending to try implementing InputProcessor on each screen class
When using an InputProcessor
you will get one event (the method call to touchDown
or touchUp
) when the screen is touched, and don't need to pull the touch event using the isTouched
method.
A problem when implementing InputProcessor
with both classes probably is, that you can only set one to be the input processor of the game using the method Gdx.input.setInputProcessor
. (When setting the second input processor, the first one is removed).
A solution to this problem is the InputMultiplexer. You can add this multiplexer as the input processor of the game (using Gdx.input.setInputProcessor(multiplexer)
) and then add your input processors (the main menu and game objects) to this multiplexer: multiplexer.addProcessor(mainMenu)
or ((InputMultiplexer) Gdx.input.getInputProcessor()).addProcessor(game)
.
This way you can handle touch events instead of pulling the touched state in both of your classes.
QUESTION
I'm making an exercise from python crash course book and I want raindrops to dissapear(remove) after they hit the bottom of the screen. Instead of dissapearing they stop moving. When I write the same code (the removing part) in other similar project it works. This is the part of the code that is not working like I want it to.
...ANSWER
Answered 2021-Jul-31 at 18:17The scene is redrawn in every frame. Therefore you need to clear the display in the application loop:
QUESTION
When I was writing the code I saw that the code would not reset the canvas to (400, 400)
after being changed to (600, 600)
. It would disorientate the canvas and stretch all the shapes with it in evaporation()
. When going through all the screens and trying to go back to reset back.
ANSWER
Answered 2021-May-19 at 19:46From the documentation for createCanvas:
Creates a canvas element in the document, and sets the dimensions of it in pixels. This method should be called only once at the start of setup. Calling createCanvas more than once in a sketch will result in very unpredictable behavior.
Instead of calling createCanvas repeatedly in your drawing functions, you should use resizeCanvas once when transitioning from one screen to another.
I couldn't actually reproduce whatever issue you were describing (partly because I could not make sense of your description). However I did also notice an issue with the variable ripple
not being declared anywhere, so I fixed that, and now the sketch appears to be working correctly.
QUESTION
How do I get my canvas animation of the rain to start when the play button is clicked and vice versa (stop the rain when the pause button is clicked)?
I really would appreciate a helping hand.
So far I have the rain animation to play as soon as the window is loaded and the audio in the background is the only thing that plays when interacting with the play button.
I'm not sure how to go about getting the rain animation to start so that the audio also plays in sync with the rain and vice versa.
...ANSWER
Answered 2021-Apr-24 at 22:09First off, the audio file won't work for me here locally (I downloaded my own mp3 - I am working on getting it to work now), so I focused on playing/pausing the canvas animation and ignored the sound functionality. Let's start with the HTML:
QUESTION
I've been coding for a few months now and trying to learn more of three.js/react. I'm currently following a tutorial from [https://redstapler.co/three-js-realistic-rain-tutorial/] where I'm creating a realistic rain background. The tutorial is great and everything was going so far so good until I got to implementing the rain.
In the tutorial, he uses
...ANSWER
Answered 2021-Apr-17 at 13:40Right now, you are creating an instance of THREE.Points
with an array of Vector3
s as first argument. This is wrong since an instance of BufferGeometry
is expected. Try this:
QUESTION
i'm doing exercise from my python book, and I need make raindrop from top to down, and when it fall behind screen, it's start again. But with my code, my rain going from left to right, and don't reset so it's double failour, under i giving two codes game_functions and raindrop, main code where i open it have only these connections with other code.
...ANSWER
Answered 2021-Mar-31 at 09:29If you want to let the rain fall instead of moving it left to right, you'll have to change the y
coordinate instead of the x
coordinate:
QUESTION
Currently we are working on a online class website in which our client want to add recorded class ( classes going on online will be recorded and uploaded to YouTube in unlisted format ) videos to the the calendar dates. I will add the code of the calendar here.
Here am attaching the codepen link : https://codepen.io/internette/pen/YqJEjY
...ANSWER
Answered 2021-Mar-24 at 06:15Just add the anchor tag the same way you've added the rest of the elements. I've modified your code to show a link to youtube. Please check the code snippet:
QUESTION
import pygame
import sys
from pygame.sprite import Sprite
class Settings:
def __init__(self):
self.raindrop_speed = 3
self.raindrop_direction = -1
self.raindrop_dropseed = 3
self.backgroundcolor = (30,30,30)
class Drop(Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("raindrop.png")
self.rect = self.image.get_rect()
self.rect.y = self.rect.height
self.rect.x = self.rect.width
self.x_cord = self.rect.x
self.y_cord = self.rect.y
class RainDrop:
def __init__(self):
pygame.init()
self.screen = pygame.display.set_mode((1200,800))
self.settings = Settings()
self.backgroundcolor = self.settings.backgroundcolor
self.raindrops = pygame.sprite.Group()
self.screen_rect = self.screen.get_rect()
self._add_raindrops()
def _add_raindrops(self):
new_raindrop = Drop()
drop_height = new_raindrop.rect.height
drop_width = new_raindrop.rect.width
print(drop_width)
screen_space = self.screen_rect.width
screen_height_space = self.screen_rect.height
aviable_row_space = screen_height_space//(drop_height*2)
avivable_screen_space = screen_space - (drop_width*2)
amount_of_columns = avivable_screen_space//(drop_width*2)
self._add_columns(amount_of_columns,aviable_row_space)
def _add_columns(self,amount_of_columns,aviable_row_space):
for height_of_drops in range(aviable_row_space):
for number_of_drops in range(amount_of_columns):
drop = Drop()
drop.x_cord = (drop.rect.width *2)* number_of_drops
drop.y_cord =(drop.rect.height *2)* height_of_drops
drop.rect.x = drop.x_cord
drop.rect.y = drop.y_cord
self.raindrops.add(drop)
def _bring_down_raindrops(self):
for drop in self.raindrops:
drop.y_cord += self.settings.raindrop_dropseed
drop.rect.y = drop.y_cord
def _update_drops(self):
height_counter = 1
self.raindrops.update()
for drop in self.raindrops.copy():
drop.x_cord += self.settings.raindrop_direction * self.settings.raindrop_speed
drop.rect.x = drop.x_cord
if drop.rect.right >= self.screen_rect.right:
self.settings.raindrop_direction = -1
self._bring_down_raindrops()
elif drop.rect.left <= 0:
self.settings.raindrop_direction = 1
self._bring_down_raindrops()
#if drop.rect.y >= self.screen_rect.height or drop.rect.y <= 0:
# drop.rect.x = drop.rect.width
# drop.y_cord = drop.rect.height
# drop.rect.y = drop.y_cord
print(height_counter)
print(self.raindrops)
def _update_game(self):
self.screen.fill(self.backgroundcolor)
self.raindrops.draw(self.screen)
pygame.display.flip()
def _check_events(self):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
sys.exit()
def run_game(self):
while True:
self._check_events()
self._update_drops()
self._update_game()
if __name__ == "__main__":
rd = RainDrop()
rd.run_game()
...ANSWER
Answered 2021-Feb-22 at 03:40Your problem is in what you do when you recognize that you've hit the edge of the screen. You do this when you find any drop that has gone off of the screen, and at that point, you reverse direction. The problem is, you've already moved some of the drops on the top row in one direction, but after you recognize the edge of the screen, you then go on to move the rest of the drops in the opposite direction in that same pass. This is how things get out of wack.
What you want to do is note that you've hit the edge of the screen, but not do anything differently right away, so that you still deal with all of the drops on the screen the same way in that pass. After you've drawn all of the drops, you then change direction.
Here's a version of _update_drops
that will do this:
QUESTION
I am brand new in Python and I am trying to create grids of raindrops falling down the bottom of the screen and dissapearing after they reach the end (This is from Python Crash Course book).
I have managed to make the grids and drops falling, however the drops are leaving a trail on the screen and I am stuck at figuring out why.
I have checked many similar issues that I could found, but still could not find a resolution
Here is my code for the game and randrop instance:
...ANSWER
Answered 2021-Feb-18 at 01:53I tested it and problem is because you create new Raindrops in every loop because you have self._create_fleet()
inside loop. You have to use it before loop to create only first raindrops.
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