Why Beat ’em Ups don’t allow players to face toward or away from the screen

Most Beat ’em Ups don’t allow players to face away or towards the screen: example, in Streets of Rage, when you press up, the character moves up but still facing either left or right and same goes when you press down. Even in modern Beat ’em Ups, this is the case. What is the reason for this? I used to think this is because the graphics are 2D so its harder or more work to get characters to face towards or away from the screen. But even in Beat ’em Ups that uses 3D graphics, this is still the case, like Double Dragon Neon.

One more thing, if you know any Beat ’em Ups that does do this, can you post the name of the game here. I am interested on how that behaves.

Need to make sidebar responsive only when screen width is greater than 1024px

I’m new to WordPress and I want to make my sidebar responsive when the screen width is greater than 1024px. currently, the sidebar becomes responsive when the screen width is greater than 768px.

The website in concern is https://worklifeandmoney.com

I want to achieve this through additional CSS. I’m using the NewsUp theme. Any kind of help will be greatly appreciated. Thank you!

Update: I tried to make it work with flex but couldn’t succeed.

/* sidebar responsiveness */ @media (min-width: 1024px) .col-md-3 {     -ms-flex: 0 0 25%;     flex: 0 0 25%;     max-width: 25%; } 

Box2d: High screen resolution / frequency causes high friction?

I’m using Cocos Creator with (built-in) box2d for physics.

Recently our game behaves weirdly on our new device Galaxy S20 Ultra 5G – which has screen size = 1440 x 3200 – frequency = 120Hz.

After stop pushing, all our physical bodies almost stop immediately like they has very high friction. No other device react that way.

Anyone experienced this issue can give me an advice?

Disable title block on edit screen for a custom post type

I have a custom post type with a custom block to collect required data and store it in post meta data or standard fields like title or slug, so I don’t want to display the Title block. I can’t disable title support in the CPT, because too much else depends on it.

The only successful attempt so far has been using CSS to target the id "post-title-0" of the for the title and can clearly enqueue a small CSS file depending on the post type, but I don’t want to depend on something set by WordPress that I can’t control; it feels that something in Javascript would be a better way to go if possible. I was wondering if WP provde any hooks for this but haven’t found any.

I’m a javascript novice, having started learning it in the last few weeks in order to write some custom blocks, so am not clear on the extent of what can be acheived with it. (I have 50 years experience of programming, just not in JS).

It would be OK to only hide the title until the post has been saved.

Has anyone any ideas?

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I want the game over screen on this super mario bros C++ remake to trigger arduino/batch file

I found a someone who has listed the source code in C++ for their remake of Super Mario and I would like to know how I could edit the code for the "Game over screen" to trigger my Arduino or batch file (which ever is easier). The link to this source code is below. I’m pretty new but am every interested in getting this done. Any information would help. Thank you so much!

Github project link

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LibGDX How to adjust mouse aim angle calculation when screen is resized

I’m starting with a screen resolution of 1280 x 960 and that is the default resolution where mouse aiming is calculated thus:

angleRad = (float) (Math.atan2(screenX - (screenWidth / 2), screenY - (screenHeight / 2))); angle = (float) Math.toDegrees(angleRad - Math.PI / 2); angle = Math.round(angle) <= 0 ? angle += 360 : angle; if (Math.round(angle) == 360)     angle = 0; 

Which all works fine. But when the game is resized to some resolution with a vastly different ratio to the default, like for example 2560 x 1440 at full screen in my case, the aiming is off. The resize method is like this:

@Override public void resize(int width, int height) {     game.getViewport().update(width, height);     control.screenWidth = width;     control.screenHeight = height; } 

Where control.screenWidth and control.screenHeight are used in the above angle calculation and as the set resolution in other areas. The angle calculation when resized is roughly correct but tends to get further and further off course the further the aim is away from the player.

If the player aims straight up, down, left or right (N, S, W or E basically) then the aim is dead on, but veers off as aiming goes away from the player towards a screen edge – no doubt due to the resolution ratio difference.

We have these ratio differences which no doubt affect the angle calculation:

1280x960 1.33 ratio 2560x1440 1.77 ratio 

But I’m not sure how to take into account these ratios to adjust the angle calculation accordingly in my code?