Phaser P2 System throw the ball into the net hoop - physics

​​​​​​​Now I start building a basket ball game that using Physics P2 system. I would like to ask you about the concept of throwing the ball to basket net. Would you mind giving me some idea for doing this?
Eg: I would like to use the method as arcade like this.game.physics.arcade.angleToPointer when I hover the mouse and click to throw the ball into the net hoop. Does P2 have this.game.physics.arcade.angleToPointer the same as Arcade system? A simple code would be appreciate bro

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roblox studio global team only voicechat

hey let me get strait to the point. im working on a roblox game based on GTA 5 but in the style of dutch. but i want to add a radio for the police but i want to make it with voice chat instead of normal chat anyone know how to make voicechat server wide only for 1 team?
also i woud like it to heave a function that you can disable and enable the radio and mute your self with a text or image button in a gui
idk how to do this so i realy hope someone can help me out there
i dident realy try anything yet because i dont know where to start
as well i gave most information in the problem details
i really hope someone will be able to help me and my community
if you like to help us further you can become a developer on our project
just join the discord and wait for a open solicitation
Discord

Butler custom function

I have a board where I keep all the cards that my team is working now.
They are from different projects, and thus, they are sorted into different boards when done.
What I was trying to do is: create a board button that will send each card from column "Done", to it's corresponding board, by looking at it's label or something like that.
I tried this but butler doesn't allow more than 1 of these rules.
Right now I've like 5 buttons already, for each label/board, but it'd be great to have everything in one button.
So I was wondering if there was a way to do it with variables or something like that, but no success yet.

Unreal 4 - How to pass a Int Var in Actor to HUD?

Im new to Unreal, im trying to make a 2d Click game, for this i create an Actor and when i click this actor, it add 1 to my var, this is working, the problem is i trying to show this var in the HUD, but a can't do, I searched tutos but its only for players character, never to actor, so im bit lost. Anyone know how to do it? in the game i dont have a player, since its only clicks, so i think this might be the problem too.
add a function getHP to this actor that return the hp value as string.
in HUD add function getActor to access this actor, then bind the text of HUD with getActor.getHP
Are you absolutely sure this event is running? Add a breakpoint to the event and see if you hit the breakpoint.
If the event is running then you should definitly see something printed to the screen. Check in the top right for a tiny number in light blue which will only stay on screen for a default of 2 seconds. Click the down arrow on the Print String node and change the time to something higher and maybe the colour to something more visible.
If the event isn't running (which I think is likely), try following this tutorial to enable Click Events on a custom PlayerController.

Wiimote on PC with GlovePIE and Wiinremote

First off, I hope this is the right place to post this. I am new, and Stack Exchange was the first site I thought of for this question. After reading the "How to Ask" page here, I don't see a better place. Let me know if I'm missing something and there's a place more suited for this question.
My question here, with background info below: Does anyone know how to use only pitch and roll for a mouse in GlovePIE, without yaw and IR?
Background: basically, I want to use my wiimote for mouse + WASD for PC gaming, but I cannot use an IR sensor bar. (I am CADding around the wiimote for a project and this material will end up obstructing the signal.) I have at my disposal: an RVL-036 wiimote and a broadcomm bluetooth dongle with a hacked Toshiba stack, a used RVL-003 wiimote I bought when the 036 didn't pan out, Wiinremote, and GlovePIE.
GlovePIE doesn't work with the 036 wiimote, and neither does Wiinremote even though I expected it to. With the 003, Wiinremote gives me perfect mouse movement using pitch and roll (I hear yaw needs an IR sensor). The problem is: I can set keys in Wiinremote such as Up on the D-pad to W on the keyboard, Left to A, and Down to S, but they only work in web browsers and such and not in-game.
My focus is now on GlovePIE scripts because I hear it does a good job in-game getting wiimote buttons to act as keyboard keys. (I first tried lednerg's motionplus script, but obviously I get "motion plus NOT DETECTED" in the debug field. I can click with the script running, but I just can't pan the cursor around.) I have looked around for mouse scripts so that I can add my own WASD key assignments, but every script I have found uses an IR sensor bar. I know it must be possible to use only roll and pitch for a mouse in GlovePIE--because Wiinremote handles it beautifully--but I have unsuccessfully tried looking for wii-specific GlovePIE tutorials and I don't understand the general syntax or how to call on the wiimote in GlovePIE.
I basically want to do exactly what Wiinremote does but in GlovePIE in the hopes of getting keys to work in-game.
My question: does anyone know how to use only pitch and roll for a mouse or know how I can familiarize myself with GlovePIE's language to do it myself?
Thanks.
Thanks, nwk and Tim. I posted on Super User. But I think I just answered my own question anyway. I found a stupidly simple solution: run GlovePIE and Wiinremote simultaneously, GlovePIE for buttons and Wiinremote for the mouse. facepalm
GlovePIE's syntax seems simple enough from others' button assignment scripts, as long as I stay away from mouse scripting.

Creating chess graphics in Visual Basic

I am creating a multiplayer chess game in Visual Basic.Net and I need to create tiles for the game.
Earlier, I used buttons for the tiles, but then I realized that not only did they look ugly, but the coding part also became a problem. Also, the images of the chess pieces didn't properly fit on the buttons and they became distorted. Also, shifting the image to a different button every time a move was played also became very inefficient.
So, in view of these difficulties, I want to build a proper board, but I have no idea where to start from or what controls to use for the design. Any suggestions?
A Chess Program using VB.NET : http://www.vbdotnetheaven.com/UploadFile/kaushalgol/ChessProgramInVB11142005235115PM/ChessProgramInVB.aspx
This was coded in VB6 : http://freesourcecodevisualbasic.blogspot.se/2011/07/source-code-2-player-chess.html
You don't wany to use controls for the pieces you should just draw the image directly onto your form. You then have full control of exactly where everything is drawn.
You need to hold some form of data structure that 'remembers' where all your pieces are.
Have a look at this link to GDI+ to help get you started
I would suggest it might be too complicated for a school project. Maybe if you reduce the scope - try for just human vs human.
Anyway,
The chess programming wiki
Bruce Moreland's old page on MinMax and other adversarial search algorithms
I have more links but i cant post any links anymore. It's limited to 2 links only. Im sorry.