#onready
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sketchysphinx · 10 months ago
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Here's the script I wrote for the enemy's pathfinding and smooth rotation to the moving direction, feel free to use it or give me hints on how to make it better👇
extends CharacterBody3D
# references to Navigation agent and Markers I renamed as Points
@onready var agent = $NavigationAgent3D
@onready var point_1 = $"../Point1"
@onready var point_2 = $"../Point2"
@onready var point_3 = $"../Point3"
var speed = 5.0
# Get the gravity from the project settings to be synced with RigidBody nodes.
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var current_target = $"../Point1"
func _physics_process(delta):
if not is_on_floor():
velocity.y -= gravity * delta
agent.target_position = current_target.global_position
var next_position = agent.get_next_path_position()
var direction = global_position.direction_to(next_position)
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
# Looking part, this controls both smooth rotation and looking direction.
var new_transform = transform.looking_at(next_position, Vector3. UP)
transform = transform.interpolate_with(new_transform, speed * delta)
move_and_slide()
# An ugly patrolling cycle where enemy goes from one point to another.
func _on_navigation_agent_3d_target_reached():
if current_target == point_1:
current_target = point_2
elif current_target == point_2:
current_target = point_3
elif current_target == point_3:
current_target = point_1
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harmonyos-next · 3 months ago
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HarmonyOS NEXT Practical: Page Watermark
In software development, a watermark is a mark embedded in an application page, image, or document, typically presented in the form of text or graphics. Watermarks are typically used for the following purposes:
Source identification: can be used to identify the source or author of applications, various files, and ensure the ownership of property rights.
Copyright protection: It can carry copyright protection information, effectively preventing others from tampering, stealing, and illegal copying.
Artistic effect: It can be used as an artistic effect to add a unique style to images or applications.
Implementation idea:
Create a Canvas canvas and draw a watermark on it.
Use the floating layer overlay property to integrate the canvas with UI page components for display.
Knowledge points: Canvas provides canvas components for custom drawing of graphics. Use the CanvasRendering Context2D object to draw on the Canvas component, where the fillText() method is used to draw text and the drawImage() method is used to draw images.
Canvas.onReady Event callback when Canvas component initialization is completed or when Canvas component size changes. When the event is triggered, the canvas is cleared, and after the event, the width and height of the Canvas component are determined and available for drawing using Canvas related APIs. When the Canvas component only undergoes a positional change, only the onAreaChange event is triggered and the onReady event is not triggered. The onAreaChange event is triggered after the onReady event.
Canvas.hitTestBehavior Set the touch test type for the component. Default value: HitTestMode.Default
Implement the draw() method for drawing watermarks. The default starting point for drawing is the origin of the coordinate axis (upper left corner of the canvas). By translating and rotating the coordinate axis, watermarks can be drawn at different positions and angles on the canvas. If the watermark has a certain rotation angle, in order to ensure that the first watermark can be displayed completely, it is necessary to translate the starting point of the drawing, and the translation distance is calculated based on the rotation angle and the width and height of the watermark. Finally, the watermark text was drawn using the CanvasRendering Context2D. tilText() method. [code] fillText(text: string, x: number, y: number, maxWidth?: number): void [/code] Draw fill type text. text: The text content that needs to be drawn. x: The x-coordinate of the bottom left corner of the text to be drawn. Default Unit: vp。 y: The y-coordinate of the bottom left corner of the text to be drawn. Default Unit: vp。 maxWidth: Specify the maximum width allowed for the text. Default unit: vp. Default value: unlimited width.
Create watermark: BuildWatermark [code] @Builder export function BuildWatermark() { Watermark() .width('100%') .height('100%') }
@Component struct Watermark { private settings: RenderingContextSettings = new RenderingContextSettings(true); private context: CanvasRenderingContext2D = new CanvasRenderingContext2D(this.settings); @Prop watermarkWidth: number = 120; @Prop watermarkHeight: number = 120; @Prop watermarkText: string = '这是文字水印'; @Prop rotationAngle: number = -30; @Prop fillColor: string | number | CanvasGradient | CanvasPattern = '#10000000'; @Prop font: string = '16vp';
build() { Canvas(this.context) .width('100%') .height('100%') .hitTestBehavior(HitTestMode.Transparent) .onReady(() => this.draw()) }
draw() { this.context.fillStyle = this.fillColor; this.context.font = this.font; const colCount = Math.ceil(this.context.width / this.watermarkWidth); const rowCount = Math.ceil(this.context.height / this.watermarkHeight); for (let col = 0; col <= colCount; col++) { let row = 0; for (; row <= rowCount; row++) { const angle = this.rotationAngle * Math.PI / 180; this.context.rotate(angle); const positionX = this.rotationAngle > 0 ? this.watermarkHeight * Math.tan(angle) : 0; const positionY = this.rotationAngle > 0 ? 0 : this.watermarkWidth * Math.tan(-angle); this.context.fillText(this.watermarkText, positionX, positionY); this.context.rotate(-angle); this.context.translate(0, this.watermarkHeight); } this.context.translate(0, -this.watermarkHeight * row); this.context.translate(this.watermarkWidth, 0); } } } [/code] Use watermark: [code] import { BuildWatermark } from './BuildWatermark';
@Entry @Component struct WatermarkDemoPage { @State message: string = 'WatermarkDemo';
build() { Column() { Text(this.message) .fontWeight(FontWeight.Bold) } .height('100%') .width('100%') .overlay(BuildWatermark()) } } [/code]
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zwoelffarben · 4 months ago
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@.onready isn't finding my nodes. I'm dying a bit.
0 notes
starchipuppy · 1 year ago
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fuck it I'm doing it lmao
Menu.gd
extends Node2D
# Declare member variables here. Examples:
onready var sound = $Static onready var lights = $Lights onready var popups = [$Start/button, $Quit/button]
# Called when the node enters the scene tree for the first time.
func _ready(): for light in lights.get_children(): light.flicker_on = 1 if Input.get_connected_joypads().size() > 0: for popup in popups: popup.show()
func _input(event): # Mouse in viewport coordinates. if event is InputEventMouseMotion: sound.position = event.position
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta): if Input.get_connected_joypads().size() > 0: for popup in popups: popup.show()
func _on_Quit_pressed(): get_tree().quit()
func _on_Start_pressed(): get_tree().change_scene("res://Levels/Main.tscn")
Main.gd
extends Spatial
var quit = 0.0 onready var key = $Key onready var keyheld = $Player/Yaw/ScannerPitch/keyheld onready var man = $HallwayMan onready var player = $Player onready var ray = $Player/RayCast onready var engulf = $Player/Engulf onready var breath = $Player/Yaw/Breath onready var timer = $Timer onready var heartbeat = $HallwayMan/Heartbeat onready var note3 = $Notes/Note3 var held = false var spawnpoint_man
var keys = 0 var broken = []
var time_man = 0.0 var time_lights = 0.0 var time_breath = 0.0 var next_breath = 0.0
var rng = RandomNumberGenerator.new()
# Called when the node enters the scene tree for the first time.
func _ready(): rng.seed = hash(Time.get_time_string_from_system()) for light in get_tree().get_nodes_in_group("lights"): light.connect("kill_floor", self, "_on_kill_floor") timer.start() if self.name == "Endless": keys = 6
func first_spawn(): move_man()
func _input(event): if event.is_action_released("ui_cancel"): quit = 0
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta): #quit program if Input.is_action_pressed("ui_cancel"): quit += delta / 2 if quit > 1: get_tree().quit() $QuitWarn.percent_visible = quitray.cast_to = (man.translation + Vector3(0.1,1,0)) - player.translation #hallway man time_man += delta if (man in get_tree().get_nodes_in_group("view")) and (ray.get_collider() == man): player.danger.stare = true if not heartbeat.playing: heartbeat.play() else: player.danger.stare = false if ((!player.danger.stare) and time_man > 30): time_man = rng.randf_range(0.0, keys * 3) move_man() #darkness time_lights += delta if time_lights > 7.5 + (keys * 2.5): time_lights = rng.randf_range(0.0, 5.0) break_lights() #breath time_breath += delta if time_breath > next_breath and keys > 2: time_breath = 0.0 next_breath = rng.randf_range(40.0 - (keys * 3), 100.0 - (keys * 7)) breath.play()
func reset_key(): var spawnpoint = get_tree().get_nodes_in_group("spawnzone")[rng.randi_range(0,get_tree().get_nodes_in_group("spawnzone").size() - 1)] key.translation = Vector3(spawnpoint.translation.x, 0, spawnpoint.translation.z) key.rotation.y = rng.randf_range(0,360) keyheld.visible = false held = false
func move_man(): if rng.randi_range(keys, 0) > 2: spawnpoint_man = get_tree().get_nodes_in_group("stalk")[rng.randi_range(0,get_tree().get_nodes_in_group("stalk").size() - 1)] else: spawnpoint_man = get_tree().get_nodes_in_group("spawnzone")[rng.randi_range(0,get_tree().get_nodes_in_group("spawnzone").size() - 1)] if spawnpoint_man in get_tree().get_nodes_in_group("view"): while spawnpoint_man in get_tree().get_nodes_in_group("view"): spawnpoint_man = get_tree().get_nodes_in_group("spawnzone")[rng.randi_range(0,get_tree().get_nodes_in_group("spawnzone").size() - 1)] man.translation = Vector3(spawnpoint_man.translation.x, 0, spawnpoint_man.translation.z) heartbeat.play()
func break_lights(): for light in broken: light.broken = false broken = [] for _n in range(keys * 5): var lights = get_tree().get_nodes_in_group("spawnzone") var lightid = rng.randi_range(0,lights.size() -1) var light = lights.pop_at(lightid) light.broken = true broken.append(light)
func _on_Key_body_entered(body): if body == $Player: key.translation = Vector3(21.5,0,-1.5) keyheld.visible = true held = true keys += 1 if keys == 2: note3.show()
func _on_kill_floor(): $Floor/CollisionShape.queue_free() engulf.show() engulf.play()
func _on_Delivery_body_entered(body): if body == $Player and held: reset_key() var key = get_node("Door/Key" + str(keys)) key.visible = true
func _on_Heartbeat_finished(): if time_man < 10 or spawnpoint_man.broken or player.danger.stare: heartbeat.play()
func _on_Key6_win(): get_tree().change_scene("res://Levels/Win.tscn")
would it be funny if I posted the entirety of hallway man's code?
it could absolutely fit in a tumblr post
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cre8iveassassin · 6 years ago
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#onReady #RTR https://www.instagram.com/p/BsMT5oFgWmXz7JElVeNyK36ULTS12SIBYLpAUs0/?utm_source=ig_tumblr_share&igshid=8923mi479nh5
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no-semicolons · 2 years ago
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Game Development Adventures 4
fixed the red squiggle
by installing a new OS
I took way to long didn't I
Well, My partner finally started working, and he made our movement script
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this code , of course, allows the character to move, but it also makes the character point towards the mouse
I'm not entirely sure how this works, you'd have to ask my partner
I feel the need to show that that is all he's done while I've done this
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This is the Mini-map of my code because there's too much to get in one shot
so let me see what I did this time
well as it seems I've showed you about none of my code so here we go!
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Here I declare the size of the map, I'm fairly sure I've told you what the export does
I call the Tilemap
onready, I believe, just calls it before it's called
so less problems
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This just lets me easily know where each tile is on the tilemap atlas
It's not actually used yet
The big dictionary is still here, I'm just not going to show it to you
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Here I just initialize a couple things
We'll get to entropy in a bit
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This just takes the location of a tile or cell and returns it's neighbors
there is a better way to do this that I just thought of, I'm gonna write more of this then figure that out
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This is the entropy func, it's supposed to make an array/grid that contains each possible tile that could be in that cell
unfortunately i have no idea how to do this
please help me
or at least help me find a different algorithm to use
I am no quantum physicist, I'm just a high school kid
It's 9 (21) and I have a math test tomorrow
o7 cmdr
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thegiallo-en · 3 years ago
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#Devember 2022 - The flu and a shaker
So, my devember started with 4 days of delay because I was on vacation. Not a big deal.
On the first day I just opened Godot and started to poke around. Exploring the editor. A lot of strange things.
I began reading the Godot introduction guide and watched a video of introduction for Unity users. I sadly had a long and strong flu, so I lost a ton of days.
I aimed to implement a button that makes a text shake. This is what I've learned in the process.
A Scene is composed out of nodes
Node is the base class, everything else is deriving from that. It has nothing. Yes, no useless transform on empty nodes. Yay!
A node can have a single script attached to it.
To add functionalities to a node one has to create a new node class, extending from some other Node class. Usually this is not required though.
The normal thing is that you add nodes, maybe base ones, and add a script to them.
You can expose things in the inspector via the export keyword.
To get another node from the inspector you have to expose a NodePath and get the node like this: onready var my_node : MyClass = get_node( that_nodepath ) as MyClass. Node the onready keyword, that makes this execute after the nodepath and scene is ready.
You can save and reuse scripts, or you can leave them unnamed and internal to the scene. To name a class you have to use class_name MyClass. If you use class MyInternalClass it would be another class, interal to your file and not the class of the script. I've lost a good hour on this.
You can wire callbacks via the inspector, except they are called signals. You can use the "Node" tab, where you'll see all signals, divided by class hierarchy. If you double click one of them a chooser window will pop-up. If you have some signals connected on a node, a wifi-like icon will appear on the scene hierarchy next to it.
Ah, every node structure you can save as a resource, and it's still called a Scene. So a Scene of Godot is like a prefab in Unity. I don't think you can have variants though, but I'm not sure. You can have local modifications of a Scene assets inside another one. So maybe its feasible to get something similar working.
Here is the video of what I managed to get working today.
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In the next days I'll try to understand better the positionong and layouting of UI stuff. Fonts are another thigs that I didn't get. It seems to me that you have to make a font asset for each size you want to use.
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bruisedconscience · 3 years ago
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0 (Main/Autoload): 
variable is true! 
Node 1 KinematicBody: 
vairable is true here also! :)
Node 2 KinematicBody: 
No, it is still false. :) 
Why...
I’m not setting it false!! it’s following the same path! they’re all ,, loading at the same time, it’s not onready in node 1 so whY is node 2 DifFErEnt 
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hibiscusandmagnolias · 7 years ago
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5 years ago today, I began my first job with Emergency Management Ontario and started my career with the Ontario Public Service. Since then, I’ve held 3 positions, lived in 4 different cities, and flown on more airplanes than I can count! I’m so grateful to have had the opportunity to see as much of the province as I have, and for the amazing opportunities I’ve had to learn and grow into my different positions. It’s been a wild (and at times, challenging) ride, but I wouldn’t trade it for anything! . . This picture was taken in Marathon, Ontario during Emergency Preparedness week in 2014, when I was still a Field Officer. An epidemiologist was teaching students about the importance of hand washing to prevent the spread of diseases. I, of course, took the opportunity to show off my jazz hands! #365daysofgratitude #gratitude #emergencymanagement #EMNerd #ONReady #ONPrepare #prepareyourselfie
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roboticastudios · 2 years ago
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Coding a level select menu.
I want to preface that I am not the best at anything, especially programming, but I thought I would share how I handle level select menus in TeTriDi, where I have menu screens that let you select between 20 different levels. Hopefully these kinds of posts are helpful to other indie devs out there, and still interesting for the non-indie-devs as well! And if you have improvements to share, I'm all ears, I'm still learning!
Here is a screenshot of what the menu looks like:
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TeTriDi is made in the Godot Engine v3.5, with which I use GDScript.
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First of all, the setup variables. I prefer creating onready vars for direct node access, this is handy in case you later change the node tree structure, all you would have to do is update these parameters at the top of the code.
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In Godot, the _ready() function is run during initialization of the script, so in this case I use it to initiate the UI focus grabbing onto the first button, which represents the first level, and to call for displaying the current record of that level.
The for loop here is for connecting all of the buttons pressed signals via code instead of through the nodes GUI settings, this is important for the way I'm doing this menu.
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Under the _process function, which runs constantly, I set the selector position to the button that currently has focus, with a position offset to make the selector sprite align properly. This does require that you set the focus options on the button nodes focus properties.
On each button pressed I have set the transition type and new scene directory before beginning the transition.
Under _unhandled_input I have the cursor move sound effect and current_record functions so that they run anytime the player hits the any buttons.
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The current_record function gets the level number, score, and text from my global script.
And that's it! If you have any questions or feedback feel free to comment or reach out. Thanks for reading.
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leomartshoping · 2 years ago
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Leo
window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'AW-10902152703'); gtag('event', 'page_view', { 'send_to': 'AW-10902152703', 'value': 'replace with value', 'items': [{ 'id': 'replace with value', 'location_id': 'replace with value', 'google_business_vertical': 'custom' }] });
👇
youtube
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👇
// 1. This code loads the IFrame Player API code asynchronously. var tag = document.createElement('script'); tag.src = "https://www.youtube.com/iframe_api"; var firstScriptTag = document.getElementsByTagName('script')[0]; firstScriptTag.parentNode.insertBefore(tag, firstScriptTag); // 2. This function creates an <iframe> (and YouTube player) // after the API code downloads. var player; function onYouTubeIframeAPIReady() { player = new YT.Player('player', { height: '100%', width: '100%', playerVars: { autoplay: 1, loop: 1, controls: 1, showinfo: 0, autohide: 1, modestbranding: 1, vq: 'hd1080'}, videoId: 'MSifYIsqpkY', events: { 'onReady': onPlayerReady, 'onStateChange': onPlayerStateChange } }); } // 3. The API will call this function when the video player is ready. function onPlayerReady(event) { event.target.playVideo(); player.mute(); } var done = false; function onPlayerStateChange(event) { } function stopVideo() { player.stopVideo(); } 🦸
// 1. This code loads the IFrame Player API code asynchronously. var tag = document.createElement('script'); tag.src = "https://www.youtube.com/iframe_api"; var firstScriptTag = document.getElementsByTagName('script')[0]; firstScriptTag.parentNode.insertBefore(tag, firstScriptTag); // 2. This function creates an <iframe> (and YouTube player) // after the API code downloads. var player; function onYouTubeIframeAPIReady() { player = new YT.Player('player', { height: '100%', width: '100%', playerVars: { autoplay: 1, loop: 1, controls: 1, showinfo: 0, autohide: 1, modestbranding: 1, vq: 'hd1080'}, videoId: '1eE-sRDvHRI', events: { 'onReady': onPlayerReady, 'onStateChange': onPlayerStateChange } }); } // 3. The API will call this function when the video player is ready. function onPlayerReady(event) { event.target.playVideo(); player.mute(); } var done = false; function onPlayerStateChange(event) { } function stopVideo() { player.stopVideo(); } Leo, Leo Random , Leo Berita Hiburan, Leo Tafsir Mimpi, Leo Shorts, Leo Motivasi, Leo YouTube Google LLC, Leo Video, Leo Lucu Ngakak, 🌏Leo Berita Hiburan: https://www.youtube.com/playlist?list=PLXey-PlEtxSMCIiEev9tFyJi-twDjnKWO 🌏Leo Shorts: https://www.youtube.com/playlist?list=PLXey-PlEtxSOOQ477V3VXMsJR08ol9cSi 🌏Leo Tafsir Mimpi: https://www.youtube.com/playlist?list=PLXey-PlEtxSNA7BkMCq3AhlturikRo7dC 🌏Leo Kutipan Motivasi: https://www.youtube.com/playlist?list=PLXey-PlEtxSO-TwCNE6o6cJjboYR1cKU_ 🦸#leoberitahiburanshortstafsirmimpikutipanmotivasiviraltrendingtiktokyoutubesnacklucungangakak #Leo #LeoBeritaHiburan #LeoShorts #LeoTafsirMimpi #LeoMotivasi #LeoYouTubeGoogleLLC 🌏leorandom1.blogspot.com
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kagaya25 · 6 years ago
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Dart Programming Futures
Description:
Dart Programming Futures
import 'dart:async'; main() { // Passing a callback to then() will invoke // that callback when the future completes onReady.then((String status) { print(status); }); // Futures can be chained: onReady .then(print) .then((_) => print('done!')); // Futures can throw errors: onReady.catchError(() { print('error!'); }); } Future get onReady { var…
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skptricks · 6 years ago
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YouTube Video Integration in React Native
This tutorial explains how to integrate youtube video in react native application. To integrate the YouTube video in our demo we will use a library called react-native-youtube, Which provides a YouTube component which is very easy to use.
Installation of Dependency
To integrate youtube video in react native project we need to use react-native-youtube in our project directory.
npm install react-native-youtube --save
React Native react-native-youtube Library
Lets see the complete source code that helps to integrate youtube video in react native application.
import React from 'react'; import { StyleSheet, View, Text, ScrollView, TouchableOpacity, PixelRatio, Dimensions, Platform, } from 'react-native'; import YouTube, { YouTubeStandaloneIOS, YouTubeStandaloneAndroid, } from 'react-native-youtube'; export default class RCTYouTubeExample extends React.Component { state = { isReady: false, status: null, quality: null, error: null, isPlaying: true, isLooping: true, duration: 0, currentTime: 0, fullscreen: false, containerMounted: false, containerWidth: null, }; render() { return ( <ScrollView style={styles.container} onLayout={({ nativeEvent: { layout: { width }, }, }) => { if (!this.state.containerMounted) this.setState({ containerMounted: true }); if (this.state.containerWidth !== width) this.setState({ containerWidth: width }); }}> {this.state.containerMounted && ( <YouTube ref={component => { this._youTubeRef = component; }} // You must have an API Key for the player to load in Android apiKey="YOUR_API_KEY" // Un-comment one of videoId / videoIds / playlist. // You can also edit these props while Hot-Loading in development mode to see how // it affects the loaded native module videoId="ncw4ISEU5ik" // videoIds={['HcXNPI-IPPM', 'XXlZfc1TrD0', 'czcjU1w-c6k', 'uMK0prafzw0']} // playlistId="PLF797E961509B4EB5" play={this.state.isPlaying} loop={this.state.isLooping} fullscreen={this.state.fullscreen} controls={1} style={[ { height: PixelRatio.roundToNearestPixel( this.state.containerWidth / (16 / 9) ), }, styles.player, ]} onError={e => this.setState({ error: e.error })} onReady={e => this.setState({ isReady: true })} onChangeState={e => this.setState({ status: e.state })} onChangeQuality={e => this.setState({ quality: e.quality })} onChangeFullscreen={e => this.setState({ fullscreen: e.isFullscreen }) } onProgress={e => this.setState({ duration: e.duration, currentTime: e.currentTime, }) } /> )} {/* Playing / Looping */} <View style={styles.buttonGroup}> <TouchableOpacity style={styles.button} onPress={() => this.setState(s => ({ isPlaying: !s.isPlaying }))}> <Text style={styles.buttonText}> {this.state.status == 'playing' ? 'Pause' : 'Play'} </Text> </TouchableOpacity> <TouchableOpacity style={styles.button} onPress={() => this.setState(s => ({ isLooping: !s.isLooping }))}> <Text style={styles.buttonText}> {this.state.isLooping ? 'Looping' : 'Not Looping'} </Text> </TouchableOpacity> </View> {/* Previous / Next video */} <View style={styles.buttonGroup}> <TouchableOpacity style={styles.button} onPress={() => this._youTubeRef && this._youTubeRef.previousVideo() }> <Text style={styles.buttonText}>Previous Video</Text> </TouchableOpacity> <TouchableOpacity style={styles.button} onPress={() => this._youTubeRef && this._youTubeRef.nextVideo()}> <Text style={styles.buttonText}>Next Video</Text> </TouchableOpacity> </View> {/* Go To Specific time in played video with seekTo() */} <View style={styles.buttonGroup}> <TouchableOpacity style={styles.button} onPress={() => this._youTubeRef && this._youTubeRef.seekTo(15)}> <Text style={styles.buttonText}>15 Seconds</Text> </TouchableOpacity> <TouchableOpacity style={styles.button} onPress={() => this._youTubeRef && this._youTubeRef.seekTo(2 * 60)}> <Text style={styles.buttonText}>2 Minutes</Text> </TouchableOpacity> <TouchableOpacity style={styles.button} onPress={() => this._youTubeRef && this._youTubeRef.seekTo(15 * 60) }> <Text style={styles.buttonText}>15 Minutes</Text> </TouchableOpacity> </View> {/* Play specific video in a videoIds array by index */} {this._youTubeRef && this._youTubeRef.props.videoIds && Array.isArray(this._youTubeRef.props.videoIds) && ( <View style={styles.buttonGroup}> {this._youTubeRef.props.videoIds.map((videoId, i) => ( <TouchableOpacity key={i} style={styles.button} onPress={() => this._youTubeRef && this._youTubeRef.playVideoAt(i) }> <Text style={[ styles.buttonText, styles.buttonTextSmall, ]}>{`Video ${i}`}</Text> </TouchableOpacity> ))} </View> )} {/* Get current played video's position index when playing videoIds*/} <View style={styles.buttonGroup}> <TouchableOpacity style={styles.button} onPress={() => this._youTubeRef && this._youTubeRef .videosIndex() .then(index => this.setState({ videosIndex: index })) .catch(errorMessage => this.setState({ error: errorMessage })) }> <Text style={styles.buttonText}> Get Videos Index: {this.state.videosIndex} </Text> </TouchableOpacity> </View> {/* Fullscreen */} {!this.state.fullscreen && ( <View style={styles.buttonGroup}> <TouchableOpacity style={styles.button} onPress={() => this.setState({ fullscreen: true })}> <Text style={styles.buttonText}>Set Fullscreen</Text> </TouchableOpacity> </View> )} {/* Update Progress & Duration (Android) */} {Platform.OS === 'android' && ( <View style={styles.buttonGroup}> <TouchableOpacity style={styles.button} onPress={() => this._youTubeRef ? this._youTubeRef .currentTime() .then(currentTime => this.setState({ currentTime })) .catch(errorMessage => this.setState({ error: errorMessage }) ) : this._youTubeRef .duration() .then(duration => this.setState({ duration })) .catch(errorMessage => this.setState({ error: errorMessage }) ) }> <Text style={styles.buttonText}> Update Progress & Duration (Android) </Text> </TouchableOpacity> </View> )} {/* Standalone Player (iOS) */} {Platform.OS === 'ios' && YouTubeStandaloneIOS && ( <View style={styles.buttonGroup}> <TouchableOpacity style={styles.button} onPress={() => YouTubeStandaloneIOS.playVideo('KVZ-P-ZI6W4') .then(() => console.log('iOS Standalone Player Finished')) .catch(errorMessage => this.setState({ error: errorMessage }) ) }> <Text style={styles.buttonText}>Launch Standalone Player</Text> </TouchableOpacity> </View> )} {/* Standalone Player (Android) */} {Platform.OS === 'android' && YouTubeStandaloneAndroid && ( <View style={styles.buttonGroup}> <TouchableOpacity style={styles.button} onPress={() => YouTubeStandaloneAndroid.playVideo({ apiKey: 'YOUR_API_KEY', videoId: 'KVZ-P-ZI6W4', autoplay: true, lightboxMode: false, startTime: 124.5, }) .then(() => console.log('Android Standalone Player Finished') ) .catch(errorMessage => this.setState({ error: errorMessage }) ) }> <Text style={styles.buttonText}>Standalone: One Video</Text> </TouchableOpacity> <TouchableOpacity style={styles.button} onPress={() => YouTubeStandaloneAndroid.playVideos({ apiKey: 'YOUR_API_KEY', videoIds: [ 'HcXNPI-IPPM', 'XXlZfc1TrD0', 'czcjU1w-c6k', 'uMK0prafzw0', ], autoplay: false, lightboxMode: true, startIndex: 1, startTime: 99.5, }) .then(() => console.log('Android Standalone Player Finished') ) .catch(errorMessage => this.setState({ error: errorMessage }) ) }> <Text style={styles.buttonText}>Videos</Text> </TouchableOpacity> <TouchableOpacity style={styles.button} onPress={() => YouTubeStandaloneAndroid.playPlaylist({ apiKey: 'YOUR_API_KEY', playlistId: 'PLF797E961509B4EB5', autoplay: false, lightboxMode: false, startIndex: 2, startTime: 100.5, }) .then(() => console.log('Android Standalone Player Finished') ) .catch(errorMessage => this.setState({ error: errorMessage }) ) }> <Text style={styles.buttonText}>Playlist</Text> </TouchableOpacity> </View> )} {/* Reload iFrame for updated props (Only needed for iOS) */} {Platform.OS === 'ios' && ( <View style={styles.buttonGroup}> <TouchableOpacity style={styles.button} onPress={() => this._youTubeRef && this._youTubeRef.reloadIframe() }> <Text style={styles.buttonText}>Reload iFrame (iOS)</Text> </TouchableOpacity> </View> )} <Text style={styles.instructions}> {this.state.isReady ? 'Player is ready' : 'Player setting up...'} </Text> <Text style={styles.instructions}>Status: {this.state.status}</Text> <Text style={styles.instructions}>Quality: {this.state.quality}</Text> {/* Show Progress */} <Text style={styles.instructions}> Progress: {Math.trunc(this.state.currentTime)}s ({Math.trunc( this.state.duration / 60 )}:{Math.trunc(this.state.duration % 60)}s) {Platform.OS !== 'ios' && ( <Text> (Click Update Progress & Duration)</Text> )} </Text> <Text style={styles.instructions}> {this.state.error ? 'Error: ' + this.state.error : ''} </Text> </ScrollView> ); } } const styles = StyleSheet.create({ container: { backgroundColor: 'white', }, welcome: { fontSize: 20, textAlign: 'center', margin: 10, }, buttonGroup: { flexDirection: 'row', alignSelf: 'center', }, button: { paddingVertical: 4, paddingHorizontal: 8, alignSelf: 'center', }, buttonText: { fontSize: 18, color: 'blue', }, buttonTextSmall: { fontSize: 15, }, instructions: { textAlign: 'center', color: '#333333', marginBottom: 5, }, player: { alignSelf: 'stretch', marginVertical: 10, }, });
Screenshot : 
This is all about YouTube Video Integration in React Native. Thank you for reading this article, and if you have any problem, have a another better useful solution about this article, please write message in the comment section.
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cpandf · 6 years ago
Text
They Better Not Even Think About Accusing Pres Trump of This One(hell to pay)
They Better Not Even Think About Accusing Pres Trump of This One(hell to pay)
2/ Trump is NOT in the flight log to Lolita Island, not even once. He "hitched a ride" back from Daytona Beach TO NYC with Epstein's son one time…Epstein assaulted a young girl at Mar a Lago and Trump had him banned for life.https://t.co/v5XOrd4RVH pic.twitter.com/rrXF1L15sV
— [OnReady] 🔨 ⭐️⭐️⭐️ (@HuberHammerQ) July 7, 2019
https://platform.twitter.com/widgets.js
View On WordPress
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samheydt · 7 years ago
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Kinosmena Film Festival
#kinosmena
The Minsk International Short Film Festival "Kinosmena" is an annual cultural event of the Republic of Belarus. The festival is supported by the Belarusian Union of cinematographers and approved by the Ministry of Culture of the Republic of Belarus.
The organizers invite film directors and representatives of the films and provide them with free accommodation in a comfortable hotel in Minsk for the duration of the festival.
From several thousands of short films that sent to us from all over the world, 30 best films are selected in the contest program of the festival. The festival is supported by the Belarusian Union of cinematographers and approved by the Ministry of Culture of the Republic of Belarus.
The festival will present the works of national and foreign filmmakers, selected by the jury as the best, and then together with the audience will choose the winners. There is also a non-contest program of films that are not included in the main contest program, but they are of interest to the audience.
Festival 2018 will take place in a network of cinemas "Silver Screen" in Minsk and in parallel in 10 cities of Belarus on September 20-23.
if($('#video_container').css('display') == 'none'){ console.log('Small display, video hidden'); } else { var player;var _sound=true;function onYouTubeIframeAPIReady(){player=new YT.Player('ytplayer',{events:{'onReady':onPlayerReady}});}function onPlayerReady() {player.playVideo();player.mute();_sound = !_sound;}$('#mute_btn').on('click',function(){if(_sound){player.mute();_sound=!_sound;$(this).removeClass('fa-volume-up').addClass('fa-volume-off')}else{player.unMute();_sound = !_sound;$(this).removeClass('fa-volume-off').addClass('fa-volume-up')}}); }
#kinosmena
The Minsk International Short Film Festival "Kinosmena" is an annual cultural event of the Republic of Belarus. The festival is supported by the Belarusian Union of cinematographers and approved by the Ministry of Culture of the Republic of Belarus.
The organizers invite film directors and representatives of the films and provide them with free accommodation in a comfortable hotel in Minsk for the duration of the festival.
From several thousands of short films that sent to us from all over the world, 30 best films are selected in the contest program of the festival. The festival is supported by the Belarusian Union of cinematographers and approved by the Ministry of Culture of the Republic of Belarus.
The festival will present the works of national and foreign filmmakers, selected by the jury as the best, and then together with the audience will choose the winners. There is also a non-contest program of films that are not included in the main contest program, but they are of interest to the audience.
Festival 2018 will take place in a network of cinemas "Silver Screen" in Minsk and in parallel in 10 cities of Belarus on September 20-23.
Acceptance of applications is open until July 1, 2018.
Prizes
Grand Prix of the Festival - for the best film based on the jury and.
The winner is awarded $ 1,000
Prize for the best horror film and audience voting.
Prize for the best film based on audience voting.
Prize for the best film based on the jury voting.
Prize for the best Belarusian film based on the jury voting.
Prize for the best Belarusian the film based on the audience voting.
Prize from the Belarusian Union of Cinematographers.
Prize for the best film based on the Mass Media Choice.
Prize for the best Belarusian film based on online audience voting.
The audience vote and the jury consisting of leading national and international cultural figures evaluate the films of the contest program.
            Movies : 0 Countries : 0
Participants Countries
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var map=new google.maps.Map(document.getElementById('googleMap'),{zoom:3,scrollwheel:false,center:new google.maps.LatLng(52.5297812,29.5969934),mapTypeId:google.maps.MapTypeId.ROADMAP}); var infowindow=new google.maps.InfoWindow(); var marker,i; for(i=0;i<locations.length;i++){ marker=new google.maps.Marker({position:new google.maps.LatLng(locations[i][1],locations[i][2]),map:map}); google.maps.event.addListener(marker,'click',(function(marker,i){ return function(){ infowindow.setContent(locations[i][0]);infowindow.open(map,marker);}})(marker,i));} }
To viewers
You can get tickets for FSP
Buy a ticket
Also you have an opportunity to attend free workshops and an award ceremony by making a post about us with hashtag #kinosmena #kinosmenafest
To participants
Submit a film for free, аll you need is to present your film to jury
Media
Download our press media pack. Contact us:
Antonina Brodovich
+375 29 1956037
To partners
If you want to become our partner, send your proposal to [email protected] or call Festival producer Pol Osmolovski
+375 29 6502 802
Logo
To volunteers
You want to be in our «Help team» of the festival? Your help will be useful in translation, SMM, copywriting, layout design, marketing, PR, photo/video.
Team lead +37529 195 60 37 Antonina
  .row-centered {text-align:center} .row-centered [class*=col-] {display:inline-block; float:none; text-align:left; margin-right:-4px; vertical-align:top}
Jury
Dmitry Astrakhan
Russian theatre and film director, actor, honored artist of Russian Federation
Viktor Vasilyev
Belarusfilm director, actor, chairman of the «Belarusian Union of Cinematographers», cinematography expert of the Belarusian Ministry of Culture
Igor Osmolovski
Director, screenwriter, actor, graduate of the Belarusian Academy of Arts, founder of Kinosmena
Pavel Gumennikovs
Latvian director, winner of Kinosmena 2017 Grand Prix, prize-winner of Manhattan Short Film Festival 2017
Sergey Makarey
Sound engineering assistant professor of the Belarusian Academy of Arts, director Radio
Victor Bondarovich
Cameraman, graduate of All-Russian State Institute of Cinematography
Liliya Magamadova
Chairman of the jury of the contest Kinosmena Best Horror Film strong>. Lilia is a true cinematographer and Belarusian film critic of the genre "Horror" and just a kind brilliant of our city
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testmoney-blog1 · 7 years ago
Link
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