import { Player } from "./Player.js"; class MyPlayer extends Player { constructor(client, game, rail_start_x, rail_start_y, rail_stop_x, rail_stop_y, nb_goal, positon) { super(client.me.id, game, rail_start_x, rail_start_y, rail_stop_x, rail_stop_y, nb_goal, positon); this.client = client; } update_paddle(keys_pressed) { let new_pos = this.positon; if (keys_pressed.includes("s")) new_pos -= this.game.config.paddle_speed_per_second_max * this.game.time.deltaTimeSecond() * 1.0; if (keys_pressed.includes("w")) new_pos += this.game.config.paddle_speed_per_second_max * this.game.time.deltaTimeSecond() * 1.0; new_pos = Math.max(0 + this.game.config.paddle_ratio / 2, new_pos); new_pos = Math.min(1 - this.game.config.paddle_ratio / 2, new_pos); if (this.positon === new_pos) return; this.positon = new_pos; this.game._send_paddle_position(this.positon, this.game.time._current_frame); } update_pos(new_position, time) { let position_verified = new_position; let time_diff = (this.time._current_frame - time) / 1000; let sign = this - new_position >= 0 ? 1 : -1; let distance = Math.abs(this.positon - new_position); let distance_max = time_diff * this.game.config.paddle_speed_per_second_max; if (distance > distance_max) position_verified = distance_max * sign; this.positon = position_verified; } } export { MyPlayer }