mixer | a MySQL proxy powered by Go | SQL Database library

 by   siddontang Go Version: Current License: MIT

kandi X-RAY | mixer Summary

kandi X-RAY | mixer Summary

mixer is a Go library typically used in Database, SQL Database, MariaDB applications. mixer has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Mixer is a MySQL proxy powered by Go which aims to supply a simple solution for MySQL sharding.
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              mixer has a medium active ecosystem.
              It has 751 star(s) with 130 fork(s). There are 72 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 13 open issues and 9 have been closed. On average issues are closed in 3 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of mixer is current.

            kandi-Quality Quality

              mixer has no bugs reported.

            kandi-Security Security

              mixer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              mixer 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

              mixer releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            mixer Key Features

            No Key Features are available at this moment for mixer.

            mixer Examples and Code Snippets

            Initialize the mixer
            javascriptdot img1Lines of Code : 1dot img1License : Permissive (MIT License)
            copy iconCopy
            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

            QUESTION

            How to continue a sound in Pygame?
            Asked 2021-Jun-15 at 04:42

            I have a sound that I wish to play.

            My code;

            ...

            ANSWER

            Answered 2021-Jun-15 at 04:42

            Do not stop a sound, but pause it with pygame.mixer.Channel.pause:

            Source https://stackoverflow.com/questions/67978279

            QUESTION

            How to set framerate in Pygame?
            Asked 2021-Jun-14 at 04:31

            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 04:28

            Use 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.:

            Source https://stackoverflow.com/questions/67963353

            QUESTION

            Play MP3 on Linux from Python
            Asked 2021-Jun-13 at 03:04

            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 11:03

            pyglet is the only solution I found that can play MP3 on Linux:

            Source https://stackoverflow.com/questions/67935878

            QUESTION

            Im trying to solve this un-smooth and choppy animations and movements on pygame, i've been trying everything but nothing works
            Asked 2021-Jun-10 at 11:55

            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 11:55

            You need to draw the object in the application loop instead of the event loop:

            Source https://stackoverflow.com/questions/67920567

            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

            initializing main.py variable into another file
            Asked 2021-Jun-06 at 17:01

            I have two modules:

            Main:

            ...

            ANSWER

            Answered 2021-Jun-06 at 16:32

            You can add if __name__ == "__main__": in your main.py file.

            For example:

            Source https://stackoverflow.com/questions/67861128

            QUESTION

            Pygame enemy not staying at the intended position on the map
            Asked 2021-Jun-01 at 16:39
            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 16:39

            The 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:

            Source https://stackoverflow.com/questions/67783217

            QUESTION

            Pygame not exiting even after receiving keypress
            Asked 2021-May-30 at 06:37

            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.

            Source https://stackoverflow.com/questions/67757732

            QUESTION

            Pygame Enemy not showing on screen
            Asked 2021-May-29 at 17:49
            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 17:49

            You need to draw the enemy (blob) on the screen instead of the map (display) Surface

            blob.draw(display)

            Source https://stackoverflow.com/questions/67754133

            QUESTION

            Snowflake Extracting Month, year from date
            Asked 2021-May-27 at 14:38

            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 14:38

            Assuming 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:

            Source https://stackoverflow.com/questions/67724189

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