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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
Author Profile Icon Steven Watkin
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

Maintaining the ball state in the component


As we discussed earlier, the server-side component will maintain the position and direction of the ball. Let's start by bringing in some variables related to the ball that we previously saw in the clients.

Recall that we have these variables to work with:

let ballX, ballY
const ballRadius = 3
let ballHeading; // degrees
let ballSpeed;  // pixels per millisecond

In the version of the code from the last chapter, we maintained two variables, ballDeltaX and ballDeltaY, to indicate the direction of the ball. In this version, we are going to do something slightly different. We will maintain the ball's heading, in radians (with 0 meaning straight to the right and increasing counter-clockwise; a full circle contains 2*PI radians), and the ball's speed. This means that we will need a little basic trigonometry to figure out the ball's updated location when the game loop is run. One reason we did not do this in the client version is that we would...

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