chore: bumped engine version

This commit is contained in:
2026-01-31 00:49:30 +03:00
parent 1a1e6fe4c8
commit 1a76df1f02
9 changed files with 17 additions and 18 deletions

View File

@@ -7,19 +7,14 @@ using Engine.Systems.Network;
using Engine.Physics2D;
using Engine.Systems.Input;
using Engine.Systems.Tween;
using Engine.Core.Debug;
namespace Pong.Behaviours;
public class Paddle(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D,
IFirstFrameUpdate, IPhysicsIteration, IPostPhysicsUpdate,
IPacketListenerServer<Paddle.PaddleKeyStatePacket>, IPacketListenerClient<Paddle.PaddleKeyStatePacket>
IPacketListenerServerEntity<Paddle.PaddleKeyStatePacket>, IPacketListenerClientEntity<Paddle.PaddleKeyStatePacket>
{
private Keys Up { get; } = Up;
private Keys Down { get; } = Down;
public float High { get; } = High;
public float Low { get; } = Low;
public float Speed { get; set; } = Speed;
private bool isUpPressed = false;
private bool isDownPressed = false;
@@ -66,18 +61,19 @@ public class Paddle(Keys Up, Keys Down, float High, float Low, float Speed) : Be
private void OnDownPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
private void OnDownReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
public void OnServerPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
public void OnEntityServerPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
{
physicsEngine2D.StepIndividual(rigidBody, -sender.Ping.Min(.05f));
isUpPressed = packet.IsUpPressed;
isDownPressed = packet.IsDownPressed;
ILogger.Shared.Log(this, $"Packet Server {isUpPressed} | {isDownPressed}");
physicsEngine2D.StepIndividual(rigidBody, sender.Ping.Min(.05f));
networkServer?.SendToAll(new PaddleKeyStatePacket(this));
}
public void OnClientPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
public void OnEntityClientPacketArrived(IConnection sender, PaddleKeyStatePacket packet)
{
if (packet.IsDownPressed || packet.IsUpPressed) // Check if the server paddle is moving
if (isDownPressed == packet.IsDownPressed && isUpPressed == packet.IsUpPressed) // Check if we are the ones giving the inputs
@@ -87,6 +83,7 @@ public class Paddle(Keys Up, Keys Down, float High, float Low, float Speed) : Be
isUpPressed = packet.IsUpPressed;
isDownPressed = packet.IsDownPressed;
ILogger.Shared.Log(this, $"Packet Client {isUpPressed} | {isDownPressed}");
physicsEngine2D.StepIndividual(rigidBody, sender.Ping);