befort: if a player is disconnected he doesn't have an object after: he have un object with a socket == None
50 lines
1.5 KiB
JavaScript
50 lines
1.5 KiB
JavaScript
import { Player } from "./Player.js";
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class MyPlayer extends Player
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{
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constructor(client, game, rail_start_x, rail_start_y, rail_stop_x, rail_stop_y, nb_goal, positon)
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{
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super(client.me.id, game, rail_start_x, rail_start_y, rail_stop_x, rail_stop_y, nb_goal, positon, true);
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this.client = client;
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}
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update_paddle(keys_pressed)
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{
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let new_pos = this.positon;
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if (keys_pressed.includes("s"))
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new_pos -= this.game.config.paddle_speed_per_second_max * this.game.time.deltaTimeSecond() * 1.0;
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if (keys_pressed.includes("w"))
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new_pos += this.game.config.paddle_speed_per_second_max * this.game.time.deltaTimeSecond() * 1.0;
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new_pos = Math.max(0 + this.game.config.paddle_ratio / 2, new_pos);
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new_pos = Math.min(1 - this.game.config.paddle_ratio / 2, new_pos);
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if (this.positon === new_pos)
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return;
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this.positon = new_pos;
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this.game._send_paddle_position(this.positon, this.game.time._current_frame);
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}
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update_pos(new_position, time)
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{
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let position_verified = new_position;
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let time_diff = (this.time._current_frame - time) / 1000;
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let sign = this - new_position >= 0 ? 1 : -1;
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let distance = Math.abs(this.positon - new_position);
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let distance_max = time_diff * this.game.config.paddle_speed_per_second_max;
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if (distance > distance_max)
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position_verified = distance_max * sign;
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this.positon = position_verified;
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}
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}
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export { MyPlayer } |