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Practical XMPP

You're reading from   Practical XMPP Unleash the power of XMPP in order to build exciting, realtime, federated applications based on open standards in a secure and highly scalable fashion

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Product type Paperback
Published in Sep 2016
Publisher Packt
ISBN-13 9781785287985
Length 250 pages
Edition 1st Edition
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Authors (3):
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Steven Watkin Steven Watkin
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Steven Watkin
David Koelle David Koelle
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David Koelle
Lloyd Watkin Lloyd Watkin
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Lloyd Watkin
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Toc

Table of Contents (11) Chapters Close

Preface 1. An Introduction to XMPP and Installing Our First Server FREE CHAPTER 2. Diving into the Core XMPP Concepts 3. Building a One-on-One Chat Bot - The "Hello World" of XMPP 4. Talking XMPP in the Browser Using XMPP-FTW 5. Building a Multi-User Chat Application 6. Make Your Static Website Real-Time 7. Creating an XMPP Component 8. Building a Basic XMPP-Based Pong Game 9. Enhancing XMPPong with a Server Component and Custom Messages 10. Real-World Deployment and XMPP Extensions

Overview of Basic XMPP Pong


With the idea of keeping the end in mind as we get started, Figure 1 shows a picture of our final client-side application. The interaction is, hopefully, intuitive: the player can move their paddle up or down by clicking and dragging the mouse and the ball bounces off the paddles and off the top and bottom walls. If the ball passes a player's paddle, the other player wins a point:

Figure 1. Basic XMPP Pong screenshot

As a player moves their paddle, XMPP messages will be sent to the other player and the graphics will be updated in the other player's game. Each player’s client code will maintain the ball state, which is clearly not an ideal way to run a game.

Since a player can move their own paddle by moving the mouse, and the opposing player’s paddle would be moved by an incoming XMPP message to the first player’s client, there are two ways for the paddles to be updated on the screen, so we’ll need to keep that in mind as we develop this client. In our game, the...

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