110 lines
3.1 KiB
JavaScript
110 lines
3.1 KiB
JavaScript
import { PongPlayer } from "./PongPlayer.js";
|
|
import { Client } from "../../Client.js";
|
|
import { Segment } from "./Segment.js";
|
|
import { PongGame } from "./PongGame.js";
|
|
import { Position } from "./Position.js";
|
|
|
|
export class PongMyPlayer extends PongPlayer
|
|
{
|
|
/**
|
|
* @param {Client} client
|
|
* @param {PongGame} game
|
|
* @param {Segment} rail
|
|
* @param {[Number]} score
|
|
* @param {Position} position
|
|
*/
|
|
constructor(client, game, score, rail, position = new Position(0.5))
|
|
{
|
|
super(client, game, client.me.id, client.me.username, client.me.avatar, score, rail, position, true);
|
|
/**
|
|
* @type {Client}
|
|
*/
|
|
this.client = client;
|
|
|
|
/**
|
|
* @type {PongGame}
|
|
*/
|
|
this.game;
|
|
|
|
this.upKeys = [];
|
|
this.downKeys = [];
|
|
|
|
if (rail.start.x != rail.stop.x)
|
|
{
|
|
if (rail.start.x < rail.stop.x)
|
|
{
|
|
this.upKeys.push("a");
|
|
this.downKeys.push("d");
|
|
}
|
|
else
|
|
{
|
|
this.upKeys.push("d");
|
|
this.downKeys.push("a");
|
|
}
|
|
}
|
|
if (rail.start.y != rail.stop.y)
|
|
{
|
|
if (rail.start.y < rail.stop.y)
|
|
{
|
|
this.upKeys.push("w");
|
|
this.downKeys.push("s");
|
|
}
|
|
else
|
|
{
|
|
this.upKeys.push("s");
|
|
this.downKeys.push("w");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @param {[string]} keys_pressed
|
|
*/
|
|
updatePaddle(keys_pressed)
|
|
{
|
|
let new_location = this.position.location;
|
|
|
|
keys_pressed.forEach(key => {
|
|
if (this.downKeys.includes(key))
|
|
new_location += this.game.config.PADDLE_SPEED_PER_SECOND_MAX * this.game.time.deltaTimeSecond();
|
|
if (this.upKeys.includes(key))
|
|
new_location -= this.game.config.PADDLE_SPEED_PER_SECOND_MAX * this.game.time.deltaTimeSecond();
|
|
});
|
|
|
|
new_location = Math.max(0 + this.game.config.PADDLE_RATIO / 2, new_location);
|
|
new_location = Math.min(1 - this.game.config.PADDLE_RATIO / 2, new_location);
|
|
|
|
if (this.position.location === new_location)
|
|
return;
|
|
|
|
this.position.location = new_location;
|
|
|
|
this._sendPaddlePosition();
|
|
}
|
|
|
|
_sendPaddlePosition()
|
|
{
|
|
this.game.send({"detail": "update_my_paddle_pos", ...{"time": this.game.time._currentFrame, "position": this.position}});
|
|
}
|
|
|
|
/**
|
|
* @param {Position} newPosition
|
|
*/
|
|
updatePos(newPosition)
|
|
{
|
|
let position_verified = newPosition;
|
|
|
|
let time_diff = (this.time._current_frame - newPosition.time) / 1000;
|
|
|
|
let sign = this.position.location - newPosition.location >= 0 ? 1 : -1;
|
|
|
|
let distance = Math.abs(this.position.location - newPosition.location);
|
|
|
|
let distance_max = time_diff * this.game.config.paddle_speed_per_second_max;
|
|
|
|
if (distance > distance_max)
|
|
position_verified.location = distance_max * sign;
|
|
|
|
this.position = position_verified;
|
|
}
|
|
} |