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authorTom Smeding <tom.smeding@gmail.com>2018-06-23 22:28:51 +0200
committerTom Smeding <tom.smeding@gmail.com>2018-06-23 22:28:59 +0200
commita1e2e25eab551f3a8f35152dd720b37d2b828b07 (patch)
tree1f265e26034920fe96811d485d82330142e33473
parent114502685ecbe9484aee3907ee8c28741bd5b27b (diff)
Correct handling of ballvec
-rw-r--r--game.js8
-rwxr-xr-xserver.js2
2 files changed, 8 insertions, 2 deletions
diff --git a/game.js b/game.js
index bd2b288..a2d5552 100644
--- a/game.js
+++ b/game.js
@@ -145,6 +145,11 @@ function openGame() {
pad2Vel = vel;
});
+ socket.on("ballvec", function(x, y, vx, vy) {
+ ballX = x; ballY = y;
+ ballVX = vx; ballVY = vy;
+ });
+
socket.emit("open", gameId);
}
@@ -225,7 +230,8 @@ function advancePhysics(deltaT) {
ballVX = -ballVX;
}
- if ((ballX < 0.5) ^ (newballX < 0.5)) {
+ // If the ball has come to our side, send a ballvec
+ if (ballX >= 0.5 && newballX < 0.5) {
sendBallvec = true;
}
diff --git a/server.js b/server.js
index 47896e8..73add35 100755
--- a/server.js
+++ b/server.js
@@ -135,7 +135,7 @@ io.on("connection", (conn) => {
if (!gameobj) return;
for (const p of gameobj.pl) {
if (p != conn) {
- p.emit("ballvec", x, y, vx, vy);
+ p.emit("ballvec", 1 - x, y, -vx, vy);
}
}
});