fix: paddles being knocked back by the ball collision

This commit is contained in:
2025-06-05 23:32:14 +03:00
parent a0a3d97395
commit b835fb1582
3 changed files with 17 additions and 21 deletions

View File

@@ -9,7 +9,8 @@ using Syntriax.Engine.Systems.Input;
namespace Pong.Behaviours;
public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D, IFirstFrameUpdate, IPostPhysicsUpdate,
public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D,
IFirstFrameUpdate, IPhysicsIteration, IPostPhysicsUpdate,
IPacketListenerServer<PaddleBehaviour.PaddleKeyStatePacket>, IPacketListenerClient<PaddleBehaviour.PaddleKeyStatePacket>
{
private Keys Up { get; } = Up;
@@ -27,6 +28,14 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
private IRigidBody2D rigidBody = null!;
private IPhysicsEngine2D physicsEngine2D = null!;
public void PhysicsIterate(float delta)
{
if (isUpPressed)
rigidBody.Transform.Position += Vector2D.Up * Speed * delta;
else if (isDownPressed)
rigidBody.Transform.Position -= Vector2D.Up * Speed * delta;
}
public void PostPhysicsUpdate(float delta)
{
Transform.Position = new Vector2D(Transform.Position.X, MathF.Max(MathF.Min(Transform.Position.Y, High), Low));
@@ -56,26 +65,15 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
inputs.UnregisterOnRelease(Down, OnDownReleased);
}
private void OnUpPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = true; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
private void OnUpReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = false; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
private void OnDownPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = true; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
private void OnDownReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = false; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
private void UpdateVelocity()
{
if (isUpPressed)
rigidBody.Velocity = Vector2D.Up * Speed;
else if (isDownPressed)
rigidBody.Velocity = -Vector2D.Up * Speed;
else
rigidBody.Velocity = Vector2D.Zero;
}
private void OnUpPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
private void OnUpReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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(string sender, PaddleKeyStatePacket packet)
{
isUpPressed = packet.IsUpPressed;
isDownPressed = packet.IsDownPressed;
UpdateVelocity();
networkServer?.SendToClient("*", new PaddleKeyStatePacket(this));
}
@@ -86,8 +84,6 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
isDownPressed = packet.IsDownPressed;
Transform.Position = packet.Position;
UpdateVelocity();
physicsEngine2D.StepIndividual(rigidBody, new DateTime(DateTime.UtcNow.Ticks - packet.Timestamp).Second);
}