From e94b59fcd251c803b399d98646340abd285c8e30 Mon Sep 17 00:00:00 2001 From: Evan Hemsley Date: Tue, 21 Jul 2020 13:58:32 -0700 Subject: [PATCH] fix more errata --- content/pong/move_paddle/decoupling.md | 2 +- content/pong/move_paddle/magic_values.md | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/content/pong/move_paddle/decoupling.md b/content/pong/move_paddle/decoupling.md index 447f05e..81a4b15 100644 --- a/content/pong/move_paddle/decoupling.md +++ b/content/pong/move_paddle/decoupling.md @@ -22,7 +22,7 @@ Let's put something in between them. We have to ask ourselves: how is it that we want the game to react when we press the buttons? We want the correct paddle to move up or down. That seems like a good abstraction for a Message. -Create a file: **PongFE/Messages/PaddleMoveMessage.ts** +Create a file: **PongFE/Messages/PaddleMoveMessage.cs** ```cs using Encompass; diff --git a/content/pong/move_paddle/magic_values.md b/content/pong/move_paddle/magic_values.md index 08edcae..035e156 100644 --- a/content/pong/move_paddle/magic_values.md +++ b/content/pong/move_paddle/magic_values.md @@ -51,7 +51,7 @@ namespace PongFE.Components And let's add it to our paddle Entity. -In **PongFEGame.ts** +In **PongFEGame.cs** ```cs ... @@ -93,7 +93,7 @@ Now let's tell our InputEngine to use it, and why don't we go ahead and make the SendMessage( new MotionMessage( playerInputEntity, - new System.Numerics.Vector2(0, paddleSpeed * (float)dt) + new System.Numerics.Vector2(0, -paddleSpeed * (float)dt) ) ); }