raindrop | current work is being done in mozilla/deuxdrop/ ] Raindrop

 by   mozillaarchive JavaScript Version: Current License: Non-SPDX

kandi X-RAY | raindrop Summary

kandi X-RAY | raindrop Summary

raindrop is a JavaScript library. raindrop has no bugs, it has no vulnerabilities and it has low support. However raindrop has a Non-SPDX License. You can download it from GitHub.

[current work is being done in mozilla/deuxdrop/ ] Raindrop is an exploration in messaging innovation exploring new ways to use Open Web technologies to create useful, compelling messaging experiences. (the mozilla/ mirror is READ ONLY, synchronized from mercurial)
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            kandi-support Support

              raindrop has a low active ecosystem.
              It has 11 star(s) with 2 fork(s). There are 17 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              raindrop has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of raindrop is current.

            kandi-Quality Quality

              raindrop has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              raindrop has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              raindrop releases are not available. You will need to build from source code and install.

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            raindrop Key Features

            No Key Features are available at this moment for raindrop.

            raindrop Examples and Code Snippets

            No Code Snippets are available at this moment for raindrop.

            Community Discussions

            QUESTION

            How to reset CreateCanvas() in JS after being called
            Asked 2021-May-19 at 19:46

            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 19:46

            From 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.

            Source https://stackoverflow.com/questions/67609595

            QUESTION

            How do I get my canvas animation to play/stop when the play/pause button is clicked?
            Asked 2021-Apr-26 at 00:52

            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 22:09

            First 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:

            Source https://stackoverflow.com/questions/67239289

            QUESTION

            × TypeError: Cannot read property 'center' of undefined from three.module.js
            Asked 2021-Apr-17 at 13:40

            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 13:40

            Right now, you are creating an instance of THREE.Points with an array of Vector3s as first argument. This is wrong since an instance of BufferGeometry is expected. Try this:

            Source https://stackoverflow.com/questions/67133003

            QUESTION

            raindrop going right except going down
            Asked 2021-Mar-31 at 09:29

            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 09:29

            If 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:

            Source https://stackoverflow.com/questions/66877478

            QUESTION

            Adding youtube href to calender Each Dates
            Asked 2021-Mar-24 at 06:15

            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 06:15

            Just 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:

            Source https://stackoverflow.com/questions/66775282

            QUESTION

            Rectangle glitching, not moving with the rest
            Asked 2021-Feb-22 at 03:40
            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 03:40

            Your 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:

            Source https://stackoverflow.com/questions/66309661

            QUESTION

            Pygame - Image smudging / leaving a trail on the screen
            Asked 2021-Feb-18 at 01:53

            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 01:53

            I 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.

            Source https://stackoverflow.com/questions/66251296

            QUESTION

            java error statement with + operator between two string var
            Asked 2021-Jan-22 at 14:24

            I'm new to Java and training with exercism.io

            I don't really know why I get an error (not a statement here). Can you explain why I get this?

            ...

            ANSWER

            Answered 2021-Jan-22 at 06:48

            This is an expression:

            Source https://stackoverflow.com/questions/65840487

            QUESTION

            CSS/Javascript effect not displaying
            Asked 2021-Jan-14 at 20:16

            I'm trying to implement this: https://codepen.io/arickle/details/XKjMZY code in a single html file. When I open the file I've made, the rain effect does not display, but the toggle buttons do. I'm not very familiar with web dev, so I'm having trouble understanding what I'm doing wrong. Any help would be appreciated.

            ...

            ANSWER

            Answered 2021-Jan-14 at 20:03

            You may be importing your script too soon.

            The following setup will not work because the my-div element does not exist when the script runs.

            Source https://stackoverflow.com/questions/65725969

            QUESTION

            python crash course 13-4 adding a new row of sprites lags pygame and new row does not move
            Asked 2021-Jan-14 at 12:48

            I am currently doing an exercise in pyton crash course Modify your code in Exercise 13-3 so when a row of raindrops disappears off the bottom of the screen, a new row appears at the top of the screen and begins to fall. I have managed to make a new row of raindrops appear when the bottom row touches the bottom of the screen. Hwoever, upon doing so pygame starts to lag significantly, and after creating a new row of raindrops at the top of the screen the new row stays stationary while the original set of raindrops continues moving down (with significant lag). I have done some debugging and it appears that a large amount of new rows are being created once the first row touches the bottom, but I do not know why. Would appreciate any help kind sirs, thank yoU!

            stars_game.py

            ...

            ANSWER

            Answered 2021-Jan-14 at 12:48

            When the stars are at the bottom of the screen, they need to be removed from the stars Group. You have to pass the Group from which the stars are to be removed to the remove method. Alternatively you can remove a stars from all groups with kill:

            Source https://stackoverflow.com/questions/65718844

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            You can download it from GitHub.

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