mixer | a MySQL proxy powered by Go | SQL Database library
kandi X-RAY | mixer Summary
kandi X-RAY | mixer Summary
Mixer is a MySQL proxy powered by Go which aims to supply a simple solution for MySQL sharding.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of mixer
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function i(t){var e=document.createElement("div");e.style.width="100px",e.style.height="100px",e.style.position="absolute",e.style.top=0,e.style.left=0,e.style.zIndex=2,this.div=e,this.pool=[],this.renderId=0,this.debug=!1,this.renderer=t,this.childr
Community Discussions
Trending Discussions on mixer
QUESTION
I have a sound that I wish to play.
My code;
...ANSWER
Answered 2021-Jun-15 at 04:42Do not stop
a sound, but pause
it with pygame.mixer.Channel.pause
:
QUESTION
So in response to my question (How to continuously move an image smoothly in Pygame?) I was told to set my framerate in order to do my animation. But no matter where I place it, clock.tick(60)
does nothing. I do clock = pygame.time.Clock()
BTW. So how do I do this? I have researched and found this (pygame clock.tick() vs framerate in game main loop) but I don't really understand this.
My main game function;
...ANSWER
Answered 2021-Jun-14 at 04:28Use pygame.time.Clock
to control the frames per second and thus the game speed.
The method tick()
of a pygame.time.Clock
object, delays the game in that way, that every iteration of the loop consumes the same period of time. See pygame.time.Clock.tick()
:
This method should be called once per frame.
e.g.:
QUESTION
I just want to play a simple MP3 file on Linux directly from the Python code.
I've looked at this and this question and tried the following libraries but all of them failed: audioplayer
, Ipython.display.Audio
, pydub
, pygame.mixer
, ossaudiodev
, soundfile
.
Errors that I saw often were:
ModuleNotFoundError: No module named 'gi'
- Errors with
ffmpeg
ANSWER
Answered 2021-Jun-11 at 11:03pyglet
is the only solution I found that can play MP3 on Linux:
QUESTION
heres the video of the animation https://www.youtube.com/watch?v=uhPdN3v8vg0
other pygame codes dont act like this, only this specific one, so i'm pretty sure its not hardware problem
...ANSWER
Answered 2021-Jun-10 at 11:55You need to draw
the object in the application loop instead of the event loop:
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 two modules:
Main:
...ANSWER
Answered 2021-Jun-06 at 16:32You can add if __name__ == "__main__":
in your main.py
file.
For example:
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):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('Map/blob.png')
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.move_direction = 1
self.move_counter = 0
def update(self):
self.rect.x += self.move_direction
self.move_counter += 1
if self.move_counter > 50:
self.move_direction *= -1
self.move_counter = 0
def redrawGameWindow():
global walkCount
screen.blit(display,(0,0))
blob_group.draw(screen)
blob_group.update()
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)
walkCount = 0
vel = 5
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])
blob_group = pygame.sprite.Group()
tile_rects = []
for y, row in enumerate(game_map):
for x, tile in enumerate(row):
if tile != '0':
tile_rects.append(pygame.Rect(x * TILE_SIZE, y * TILE_SIZE,TILE_SIZE,TILE_SIZE))
if tile == '4':
blob = Enemy(x*TILE_SIZE,y*TILE_SIZE+2)
blob_group.add(blob)
#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)
for y, row in enumerate(game_map):
for x, tile in enumerate(row):
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]))
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-Jun-01 at 16:39The position of the player is corrected by scroll
. You also need to correct the position of the enemies. Remove blob_group.draw(screen)
from the redrawGameWindow
function, but draw the enemies in a loop:
QUESTION
So I'm trying to exit the pygame using a function but its not working. It's definitely entering the function block but for some reason is not quitting after the keypress. Pls help.
...ANSWER
Answered 2021-May-30 at 04:58"running" is not associated with anything. You need a while running loop.
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 have a table with a column called created_date that has date like 2020-01-01 00:00:00.000 and I'm trying to create a column that will show only the year, another one the month and one that shows the month as a string
here what I try
...ANSWER
Answered 2021-May-27 at 14:38Assuming the "created_date" is stored as a timestamp or datetime (synonyms), then you just need to remove the single quotes from around the created_date column name and change "to_char" to use the "monthname" function:
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