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,
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 ...