fix: paddles being knocked back by the ball collision
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parent
a0a3d97395
commit
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2
Engine
2
Engine
@ -1 +1 @@
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Subproject commit c7f63dc63870015ce136100289f1ace246870c90
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Subproject commit fbdea47dc7768aea65fe6826020cc6dd79a0b711
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@ -9,7 +9,8 @@ using Syntriax.Engine.Systems.Input;
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namespace Pong.Behaviours;
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public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D, IFirstFrameUpdate, IPostPhysicsUpdate,
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public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Speed) : Behaviour2D,
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IFirstFrameUpdate, IPhysicsIteration, IPostPhysicsUpdate,
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IPacketListenerServer<PaddleBehaviour.PaddleKeyStatePacket>, IPacketListenerClient<PaddleBehaviour.PaddleKeyStatePacket>
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{
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private Keys Up { get; } = Up;
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@ -27,6 +28,14 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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private IRigidBody2D rigidBody = null!;
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private IPhysicsEngine2D physicsEngine2D = null!;
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public void PhysicsIterate(float delta)
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{
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if (isUpPressed)
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rigidBody.Transform.Position += Vector2D.Up * Speed * delta;
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else if (isDownPressed)
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rigidBody.Transform.Position -= Vector2D.Up * Speed * delta;
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}
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public void PostPhysicsUpdate(float delta)
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{
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Transform.Position = new Vector2D(Transform.Position.X, MathF.Max(MathF.Min(Transform.Position.Y, High), Low));
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@ -56,26 +65,15 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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inputs.UnregisterOnRelease(Down, OnDownReleased);
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}
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private void OnUpPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = true; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnUpReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = false; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = true; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = false; UpdateVelocity(); networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void UpdateVelocity()
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{
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if (isUpPressed)
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rigidBody.Velocity = Vector2D.Up * Speed;
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else if (isDownPressed)
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rigidBody.Velocity = -Vector2D.Up * Speed;
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else
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rigidBody.Velocity = Vector2D.Zero;
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}
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private void OnUpPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnUpReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isUpPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownPressed(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = true; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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private void OnDownReleased(IButtonInputs<Keys> sender, IButtonInputs<Keys>.ButtonCallbackArguments args) { isDownPressed = false; networkClient?.SendToServer(new PaddleKeyStatePacket(this)); }
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public void OnServerPacketArrived(string sender, PaddleKeyStatePacket packet)
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{
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isUpPressed = packet.IsUpPressed;
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isDownPressed = packet.IsDownPressed;
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UpdateVelocity();
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networkServer?.SendToClient("*", new PaddleKeyStatePacket(this));
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}
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@ -86,8 +84,6 @@ public class PaddleBehaviour(Keys Up, Keys Down, float High, float Low, float Sp
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isDownPressed = packet.IsDownPressed;
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Transform.Position = packet.Position;
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UpdateVelocity();
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physicsEngine2D.StepIndividual(rigidBody, new DateTime(DateTime.UtcNow.Ticks - packet.Timestamp).Second);
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}
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@ -77,7 +77,7 @@ public class GamePong : MonoGameWindow
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IUniverseObject leftPaddle = UniverseObjectFactory.Instantiate().SetUniverseObject("Left Paddle");
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leftPaddle.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(-468f, 0f), scale: new Vector2D(15f, 60f))
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.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square)
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.BehaviourController.AddBehaviour<RigidBody2D>();
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.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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PaddleBehaviour leftPaddleBehaviour = BehaviourFactory.Instantiate<PaddleBehaviour>(Keys.W, Keys.S, 228f, -228f, 400f);
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leftPaddleBehaviour.Id = "lp";
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leftPaddle.BehaviourController.AddBehaviour(leftPaddleBehaviour);
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@ -86,7 +86,7 @@ public class GamePong : MonoGameWindow
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IUniverseObject rightPaddle = UniverseObjectFactory.Instantiate().SetUniverseObject("Right Paddle");
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rightPaddle.BehaviourController.AddBehaviour<Transform2D>().SetTransform(position: new Vector2D(468f, 0f), scale: new Vector2D(15f, 60f))
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.BehaviourController.AddBehaviour<ShapeBehaviour>(Shape2D.Square)
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.BehaviourController.AddBehaviour<RigidBody2D>();
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.BehaviourController.AddBehaviour<RigidBody2D>().IsStatic = true;
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PaddleBehaviour rightPaddleBehaviour = BehaviourFactory.Instantiate<PaddleBehaviour>(Keys.Up, Keys.Down, 228f, -228f, 400f);
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rightPaddleBehaviour.Id = "rp";
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rightPaddle.BehaviourController.AddBehaviour(rightPaddleBehaviour);
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