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I've solved my own issue. If anyone in the future is looking for the same answer below is the code witha short write up. def get_angle(e, f, p): """ :param e: Entity we're measuring from :param f: Fov arm endpoint :param p: Point we're getting the angle to :return: """ a = np.array([e.pos.x, e.pos.y]) b = np.array([f.x, f.y]) ...


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The angle can be computer with atan2() function from math. import math dx = tgtx - camx dy = tgty - camy ang = math.atan2( dy, dx ) Note that this angle will be in radian units.


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warning: I don't know any python programming but I may help you a little bit? As per your code example it seems that the only thing you are missing is the b2ContactListener which will tell you when two fixtures collide: from iforce2d: Now, we want Box2D to tell us when the contact state changes. Make a subclass of b2ContactListener and implement the ...


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If you are trying to keep the number of turns per player close to equal while making the order random, you could try a couple things: 1. Randomize the order of turns each round. For each round of play, create a random ordering for the group of players you have. They all play through, and then for the next round you create another random ordering. So each ...


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So you have a "one-button" gameplay and it's not engaging enough? Have you played NFSU? It had a drag race mode, which is basically pressing one button in perfect timing to outrace other competitors. Why not try to replace turns with cooldowns. Whenever someone's cooldown reaches zero - they can have their turn and try to press the button in perfect time. ...


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