selecting multiple classes with querySelectorAll , I'm creating a rock paper scissor game - dom

I'm trying to create a rock paper game, but the universal selection which is "playerPick" isn't working in the if else statement

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Double camera output UE4

I'm new to UE4 and I'm trying to make split screen view.
It is extremely simple in Unity, but I can't find anywhere how can I do it in Unreal. Help me please.
I'm a uni student newly studying Unreal, and I'm creating a vehicle game. Vehicles are set up a bit differently from "fps shooter", or "third person character" The ways you can use split screen is; by adding player starts to your game mode blueprint.

Flutter - Basics for building a game

I am thinking of making a DOt and box game using flutter...Any help any blog to refer that how should I start?
2 players ( a player that completes the fourth side of a square box, color box and play again)
When all boxes colored -> game ends.
There are a few tutorials around this.
Have a look at the following
2d engine
Games already made
Multiplatformer game with tutorial
2d game with tutorial
Tick Tac To
There are alot of usefull tutorials, you can just google abit.

Custom Components for building 2D world

Hi I'm trying to make a game world which is built from 2D sprites.
For example (http://opengameart.org/sites/default/files/Preview_97.png)
I first attempted to build a single house and after perfectly aligning about 30+ sprites I realized the scale of the task I have given myself.
I'm wondering is it possible to create a custom component where i can give it a public width/height and it will create a house out of small sprites both in the editor and when I play the game.
If it is can someone give me a simple example on how to go about this as I have never created custom editing tools in unity.
What you need is called "tile editor".
You can find many editors in Unity Asset Store.
Here is one of them named exactly "Tile Editor": https://www.assetstore.unity3d.com/en/#!/content/23091
If you do not want a paid one you can search for free version of that tools.

Would a game with a man walking on a planet be a tile based game?

Say there was a game, where you stay on a single screen (unless you pass the level), and you are a man walking around in space.
It seems like a tile based game to me, the only catch is that when you move, it has some physics at play, meaning the more you press up, the faster you move and the longer it takes to slow down.
And you also keep moving even if you stop pressing the arrow keys as you have gained momentum.
thoughts?
how would I handle the movement of the man based on momentum etc?
If you decide to use Cocos2d, start with this
Learn iPhone and iPad cocos2d Game Development
It has an example in the chapter "Your First Game" which covers Velocity calculations and controlling a players movement using these calculations.
Also as bbum mentioned
Ray Wenderlich has some great tutorials and is really educating developers on some interesting topics.
He also has co-authored a book which is available for pre-order.
Learning Cocos2D: A Hands-On Guide to Building iOS Games with Cocos2D, Box2D, and Chipmunk
Sure; it could easily be a tile based game and there are multiple examples of exactly that. Heck; Super Mario is a tile based game -- the level and backgrounds are all tile based layouts -- with the characters -- also tiles -- moving based on a very simple physics model.
Cocos2d is a tile based game engine that also has support for several physics engines.
Ray Wenderlich has written an excellent series of tutorials on uses of cocos2d. Here is one that includes physics to model a bouncing ball.
Either you have a game like lunar lander, where the position of the man is based on physics, or you have a tile based game. You cannot have both at the same time.

chipmunk stack fall effect

I am using chipmunk cocos 2d iphone ,in which i have to show stack fall effect when the objects are placed on the edge of other
object.My idea is to develop the effect like "Tower Box " game. I would like to know which properties of shape or body will create effect like "Tower Box " game .please let me know how can I fall that stack.
Cocos2d provides you with a few preset project options.
One of these is Cocos2d with Box2d, another is Cocos2d with Chipmunk. It is completely up to you which physics engine you use, I have experience with both and personally, would recommend Box2d.
If you create one of these projects, it generates some example code for you, and in the case of Box2d (i haven't used an auto generated chipmunk project), you get a nice little app that spawns loads of boxes and shows them falling with gravity. You should take a look at the code behind creating the physics bodies on the boxes and adapt it to suit your application (spawn a box at a touch location, perhaps?). You could then add some logic that checks, on collision, the alignment of the falling box with the top of the stack, and either let it continue falling, or use a fixture to attach it to the box below.
For more information about using physics in a cocos2d app, as well as general cocos2d usage, check out this blog, it's what taught me in the beginning: http://www.raywenderlich.com/ [edit: just noticed there are no chipmunk tutorials on there, but the theory should be applicable to both. I found Box2d easier to use than Chipmunk]
What physics effects have you got on the stack so far? What problem have you encountered that made you question the physics properties of the objects?
For these effects you need a physics library. For 2d games box2d is quite good.