multiBalls refactoring with ballsArr[]
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@@ -90,20 +90,17 @@ function gameUpdate(data: ev.EventGameUpdate)
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{
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console.log("gameUpdate");
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gc.ball.pos.assign(data.ball.x, data.ball.y);
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gc.ball.dir.assign(data.ball.dirX, data.ball.dirY);
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gc.ball.speed = data.ball.speed;
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if (c.optionsPLACEHOLDER & en.MatchOptions.multiBalls)
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{ // ALTERNATIVE POSSIBLE, Array of balls
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gc.ball2.pos.assign(data.ball2.x, data.ball2.y);
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gc.ball2.dir.assign(data.ball2.dirX, data.ball2.dirY);
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gc.ball2.speed = data.ball2.speed;
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gc.ball3.pos.assign(data.ball3.x, data.ball3.y);
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gc.ball3.dir.assign(data.ball3.dirX, data.ball3.dirY);
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gc.ball3.speed = data.ball3.speed;
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}
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data.ballsArr.forEach((ball, i) => {
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gc.ballsArr[i].pos.assign(ball.x, ball.y);
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gc.ballsArr[i].dir.assign(ball.dirX, ball.dirY);
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gc.ballsArr[i].speed = ball.speed;
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});
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/* // Equivalent to
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gc.ballsArr.forEach((ball, i) => {
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ball.pos.assign(data.ballsArr[i].x, data.ballsArr[i].y);
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ball.dir.assign(data.ballsArr[i].dirX, data.ballsArr[i].dirY);
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ball.speed = data.ballsArr[i].speed;
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}); */
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const predictionPos = new VectorInteger(clientInfo.racket.pos.x, clientInfo.racket.pos.y); // debug
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