Mousey | Moderation tools for your Discord Servers | Chat library

 by   LostLuma Python Version: Current License: AGPL-3.0

kandi X-RAY | Mousey Summary

kandi X-RAY | Mousey Summary

Mousey is a Python library typically used in Messaging, Chat, Discord applications. Mousey has no bugs, it has no vulnerabilities, it has build file available, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

Moderation tools for your Discord Servers.
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              Mousey has a low active ecosystem.
              It has 45 star(s) with 6 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. On average issues are closed in 12 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Mousey is current.

            kandi-Quality Quality

              Mousey has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              Mousey is licensed under the AGPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Mousey releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Mousey and discovered the below as its top functions. This is intended to give you an instant insight into Mousey implemented functionality, and help decide if they suit your requirements.
            • Wrap a mod command handler
            • Check if the bot has the given permissions
            • Try to describe a user
            • Return the full user
            • Parse the given argument
            • Close an interface
            • Make a request to the API
            • List groups
            • List upcoming reminders
            • Callback when the button is clicked
            • Returns the signature for this command
            • Post infraction IDs for a guild
            • Update reminders id
            • Add premium guild field to embed
            • Get information about a guild
            • Mention a role
            • Makes a message edit event
            • Shows whether the user was seen
            • Post reminders
            • Cancel reminders
            • Add counts field to the guild
            • Create a new archive id
            • Send a reminder
            • Patch infractions field
            • Edit a reminder
            • Event handler for joining a thread
            Get all kandi verified functions for this library.

            Mousey Key Features

            No Key Features are available at this moment for Mousey.

            Mousey Examples and Code Snippets

            No Code Snippets are available at this moment for Mousey.

            Community Discussions

            QUESTION

            How do I rotate, scale and translate on Html5 Canvas?
            Asked 2021-Jun-14 at 02:31

            I've tried for the last few days without too much success to rotate, scale and translate shapes on the canvas. I've read everything I could find on internet about similar issues but still I cannot seem to be able to adapt it to my own problem.

            If everything is drawn on the same scale, I can still drag and drop. If I rotate the shapes, then the mouseOver is messed up since the world coordinates don't correspond anymore with the shape coordinates. If I scale, then it's impossible to select any shape. I look at my code and do not understand what I'm doing wrong.

            I read some really nice and detailed stackoverflow solutions to similar problems. For example, user @blindman67 made a suggestion of using a setTransform helper and a getMouseLocal helper for getting the coordinates of the mouse relative to the transformed shape.

            inverse transform matrix

            I spent some time with that and could not fix my issue. Here is an example of what I tried. Any suggestion is appreciated.

            ...

            ANSWER

            Answered 2021-Jun-14 at 02:31

            If I have time tomorrow I will try to implement the following to your code but I can provide you with a working example of how to get mouse collision precision on a rotated rectangle. I had the same struggle with this and finally found a good explanation and code that I was able to get to work. Check out this website

            Now for my own implementation I did not use the method on that website to get my vertices. As you'll see in my code I have a function called updateCorners() in my Square class. I also have objects called this.tl.x and this.tl.y (for each corner).

            The formulas are what I use to get vertices of a translated and rotated rectangle and the corner objects are what are used to determine collision. From there I used the distance() function (Pythagorean theorem), the triangleArea() function, and then the clickHit() function which I renamed to collision() and changed some things.

            Example in the snippet below

            Source https://stackoverflow.com/questions/67916648

            QUESTION

            OpenGL: Move 2D Orthographic Camera with Mouse
            Asked 2021-Jun-10 at 17:13

            I'm making a level editor for my game with OpenGL in C++. I'm trying to make Editor Camera just like in Unity Engine 2D Scene Camera, but I have an issue when I try to implement mouse movement for the camera (Camera Panning). I'm converting mouse position from screen to world space.

            ScreenToWorldSpace Method:

            ...

            ANSWER

            Answered 2021-Jun-10 at 03:17

            Ordinarily, you wouldn't want to write the mouse position directly into the camera location (because that will be of limited use in practice - whenever you click on the screen, the camera would jump).

            What you probably want to do something along these lines:

            Source https://stackoverflow.com/questions/67906914

            QUESTION

            3d cube not showing perfectly
            Asked 2021-Jun-09 at 15:56

            I trying to make a pure 3d cube, using my vectors. I thought it was perfect at once, but when rotate it, I can see some lines are not drawn correctly and it is not perfect.

            I can't find why it is not perfect. Is some of my vectors wrong?

            I'm using p5.js to draw it. I know they have methods of 3d rotation and some 3d primitives. But I don't want to use them. I want to draw my own 3d cube.

            Here's the code I used as reference: https://github.com/OneLoneCoder/videos/blob/master/OneLoneCoder_olcEngine3D_Part1.cpp

            ...

            ANSWER

            Answered 2021-Jun-09 at 15:54

            You need to close the outline around the triangles:

            Source https://stackoverflow.com/questions/67907449

            QUESTION

            my code is slow and I have no idea how to fix it?
            Asked 2021-Jun-09 at 00:30

            I'm making a program that you can draw in and when there are more than 38000 _points it starts to lag.

            here's the code:

            ...

            ANSWER

            Answered 2021-Jun-08 at 00:17

            It's unclear what OPTIMIZE and IIIINNZ do.

            Without being able to run your code and test I can't tell if those function slow it down or is it simply the (re)rendering.

            I advise using VisualVM to Profile the CPU usage of your sketch(PApplet subclass). The CPU Profiler will list the methods from the slowest:

            Focus your efforts on the top slowest and try not to sacrifice code readability if possible.

            (On code readability I recommend using a Java Style guide overall. It will save time scanning/reading longer and longer programs)

            Your question reminds me a little bit of an older one I answered a while ago.

            It's similar because of the many lines rendered. In addition yours uses distance() (which in turn uses Math.sqrt() which can cost the CPU a bit, but as much as rendering. You could use squared distance instead, but that will make the code a bit harder to read and if compared to rendering isn't that slow I'd leave that in).

            Essentially there are many point instances that render lines based on threshold distances. Each stroke(), strokeWeight(), line() call will have it's cost.

            I've tried to group line rendering into something simpler: a single shape accessing all the point instances:

            Source https://stackoverflow.com/questions/67878255

            QUESTION

            Vector attraction when mouse pressed
            Asked 2021-Jun-08 at 11:29

            Currently trying to create attraction effect on 3D cubes using createVector function. The attraction designed to trigger when mouse pressed but currently it's stating the error:

            ...

            ANSWER

            Answered 2021-Jun-08 at 11:29
            • You're using index a for argument of Cubes.attraction which is expecting an object with a pos vector field (a Cubes ?)
            • You're trying to position your cubes using this.x / this.y, which aren't changed by update. Use the this.pos vector instead
            • You can optimize by checking for mouse pressed only once, and only then calling attraction on every cube with mouse coordinates as vector argument
            • In physics, force drives acceleration, not velocity. I changed that but maybe it was deliberate of you.
            • You should change your class name to Cube rather than Cubes

            Source https://stackoverflow.com/questions/67884977

            QUESTION

            Rotating and drawing on a p5.js canvas
            Asked 2021-Jun-07 at 17:16

            I am trying to draw on a rotating p5.js canvas, where the canvas element is being rotated via its transform CSS attribute. The user should be able to draw points on the canvas with the cursor, even while the canvas element is actively rotating.

            The below code is what I have tried so far. However, it is currently not working, because the points are not correctly showing up where the mouse is hovering over the rotating canvas. I'm currently testing this out on the p5.js editor.

            ...

            ANSWER

            Answered 2021-Jun-07 at 17:16

            This seems to be a bug in p5.js.

            The mouse coordinate seems to depend on the size of the bounding box of the canvas. The bounding box depends on the rotation. Therefor you need to scale the offset for the calculation of the center of the canvas.
            Unfortunately, that's not all. All of this does not depend on the current angle, but on the angle that was set when the mouse was last moved. Hence the scale needs to be computed in the mouseMoved callback:

            Source https://stackoverflow.com/questions/67867143

            QUESTION

            Show data labels inside donut pie chart p5js
            Asked 2021-Jun-07 at 09:39

            I'm building a p5js donut chart, but I'm struggling to show the data labels in the middle. I think I have managed to get the boundaries right for it, but how would match the angle that I'm in? Or is there a way of matching just through the colours?

            https://i.stack.imgur.com/enTBo.png

            I have started by trying to match the boundaries of the chart to the pointer, which I managed to do using mouseX and mouseY. Any suggestions, please?

            ...

            ANSWER

            Answered 2021-Jun-05 at 08:14

            While you could theoretically use the get() function to check the color of the pixel under the mouse cursor and correlate that with one of the entries in your dataset, I think you would be much better off doing the math to determine which segment the mouse is currently over. And conveniently p5.js provides helper functions that make it very easy.

            In the example you showed you are only checking if the mouse cursor is in a rectangular region. But in reality you want to check if the mouse cursor is within a circle. To do this you can use the dist(x1, y1, x2, y2) function. Once you've established that the mouse cursor is over your pie chart, you'll want to determine which segment it is over. This can be done by finding the angle between a line draw from the center of the chart to the right (or whichever direction is where you started drawing the wedges), and a line drawn from the center of the chart to the mouse cursor. This can be accomplished using the angleBetween() function of p5.Vector.

            Here's a working example:

            Source https://stackoverflow.com/questions/67832988

            QUESTION

            How to distort an array of images - Processing
            Asked 2021-Jun-05 at 20:15

            I am trying to distort a grid of images that are displayed randomly when the mouse is clicked.

            I have the grid and the random when click.

            I have accomplished the distorsion I want when I have only one image.

            Now I have to merge both codes together, but I can't figure out how to do it when the PImage is an array.

            Grid code:

            ...

            ANSWER

            Answered 2021-Jun-05 at 20:15

            If you want to apply the distortion to the entire canvas, you can just use copy() without the image parameter. This causes it to just copy from what is currently on the canvas.

            You can use a very similar for loop to the one that's in your wave code, just omit the myImage parameter and let i go from 0 to width instead of myImage.width. Then you put it at the end of your draw block in the grid code:

            Source https://stackoverflow.com/questions/67853394

            QUESTION

            What is the problem with my midpoint algorithm?
            Asked 2021-Jun-03 at 18:37

            I just started to learn processing and I have a few problems that I couldn't solve. I hope someone could help me. This should draw lines where i could choose the starting and finishing points with mousePressed(), but I failed before trying implementing that.

            ...

            ANSWER

            Answered 2021-May-31 at 17:18

            In Bresenham's midpoint line algorithm you have to be careful with the gradient of the line drawn, the base algorithm you described only works for gradients between 0 and 1. In order to deal with gradients that are steeper (m > 1 or m < -1), you have to switch the roles of the x and y values, therefore you have to step in y and then calculate x. Also to deal with negative steps just switch the point order.

            Source https://stackoverflow.com/questions/67764167

            QUESTION

            Lagging/Stutter performance box shadow based on mouse position
            Asked 2021-May-31 at 06:21

            I've coded a box shadow drop for images in my element where it'll respond to the position of the mouse. It works well if the box shadow effect were to run on only one element. However, when running on multiple elements it starts to lag/stutter. I am unclear as to what is causing it. I'm hoping someone can clarify it.

            Here is a short video of what I'm experiencing:- https://drive.google.com/file/d/1ULahZWR5sKt-yaDEIjEvK3TFa1g1n65d/view

            Attached is my code;

            HTML:

            ...

            ANSWER

            Answered 2021-May-30 at 05:44

            There are too many events triggering as it is a mousemove event on document. Try throttling down the triggers a bit.

            Source https://stackoverflow.com/questions/67749395

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

            Vulnerabilities

            No vulnerabilities reported

            Install Mousey

            You can download it from GitHub.
            You can use Mousey like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/LostLuma/Mousey.git

          • CLI

            gh repo clone LostLuma/Mousey

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            git@github.com:LostLuma/Mousey.git

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