?? deleted.002
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( }) ns
( }) ns
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() ns
( ) ns
( #region IGameStateChangeSink) ns
( // These methods implement IGameStateChangeSink, and notify the ) ns
( // remote enemy ship of changes to the state of the game.) ns
() ns
( public void OnShipMove\(Vector vPos\)) ns
( {) ns
( connectionMgr.Writer.Write\(\(int\)GameStateChangeOpCode.Move\);) ns
( connectionMgr.Writer.Write\(vPos.X\);) ns
( connectionMgr.Writer.Write\(vPos.Y\);) ns
( connectionMgr.Writer.Flush\(\);) ns
( }) ns
() ns
( public void OnShipDamage\(bool isDamaged\)) ns
( {) ns
( connectionMgr.Writer.Write\(\(int\)GameStateChangeOpCode.Damage\);) ns
( connectionMgr.Writer.Write\(isDamaged\);) ns
( connectionMgr.Writer.Flush\(\);) ns
( }) ns
() ns
( public void OnShipThrust\(bool isThrusting\)) ns
( {) ns
( connectionMgr.Writer.Write\(\(int\)GameStateChangeOpCode.Thrust\);) ns
( connectionMgr.Writer.Write\(isThrusting\);) ns
( connectionMgr.Writer.Flush\(\);) ns
( }) ns
() ns
( public void OnShipRotate\(int rotation\)) ns
( {) ns
( connectionMgr.Writer.Write\(\(int\)GameStateChangeOpCode.Rotate\);) ns
( connectionMgr.Writer.Write\(rotation\);) ns
( connectionMgr.Writer.Flush\(\);) ns
( }) ns
() ns
( public void OnMissileMove\(int iMissile, Vector vPos\)) ns
( {) ns
( connectionMgr.Writer.Write\(\(int\)GameStateChangeOpCode.MissileMove\);) ns
( connectionMgr.Writer.Write\(iMissile\);) ns
( connectionMgr.Writer.Write\(vPos.X\);) ns
( connectionMgr.Writer.Write\(vPos.Y\);) ns
( connectionMgr.Writer.Flush\(\);) ns
( }) ns
() ns
( public void OnMissileGone\(int iMissile\)) ns
( {) ns
( connectionMgr.Writer.Write\(\(int\)GameStateChangeOpCode.MissileGone\);) ns
( connectionMgr.Writer.Write\(iMissile\);) ns
( connectionMgr.Writer.Flush\(\);) ns
( }) ns
() ns
( public void OnOtherShipsMissileGone\(int iMissile\)) ns
( {) ns
( connectionMgr.Writer.Write\(\(int\)GameStateChangeOpCode.OtherShipsMiss) ns
(ileGone\);) ns
( connectionMgr.Writer.Write\(iMissile\);) ns
( connectionMgr.Writer.Flush\(\);) ns
( }) ns
( #endregion) ns
() ns
() ns
() ns
( private void menuConnect_Click\(object sender, EventArgs e\)) ns
( {) ns
( MenuItem menuItem = \(MenuItem\)sender;) ns
( paused = true;) ns
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( if \(menuItem.Text == "Connect"\)) ns
( {) ns
( this.connectionMgr.Connect\(\);) ns
( }) ns
( else) ns
( {) ns
( System.Diagnostics.Debug.Assert\(menuItem.Text == "Disconnect"\);) ns
( Disconnect\(\);) ns
( }) ns
( paused = false;) ns
( // Reset the clock so the game won't have continued while we were pa) ns
(used.) ns
( lastUpdateTime = Environment.TickCount;) ns
( }) ns
() ns
() ns
( private void Disconnect\(\)) ns
( {) ns
( // Stop receiving notifications from the friendly ship, so we'll) ns
( // immediately stop sending data to the enemy ship.) ns
( game.FriendlyShip.Sink = null;) ns
() ns
( if \(connectionMgr.Writer != null\)) ns
( {) ns
( // Tell the enemy we are disconnecting.) ns
( // This starts the chain of events that disconnects.) ns
( connectionMgr.Writer.Write\(\(int\)GameStateChangeOpCode.Disconnect) ns
(\);) ns
( }) ns
( }) ns
( ) ns
( protected override void OnPaintBackground\(PaintEventArgs e\)) ns
( {) ns
( // Do nothing) ns
( }) ns
() ns
( [System.Runtime.InteropServices.DllImport\("coredll.dll"\)]) ns
( private static extern void SystemIdleTimerReset\(\); ) ns
() ns
( protected override void OnKeyDown\(KeyEventArgs e\)) ns
( {) ns
( // Keep screen on.) ns
( SystemIdleTimerReset\(\);) ns
() ns
( switch \(e.KeyCode\)) ns
( {) ns
( case Keys.Left:) ns
( case Keys.D4:) ns
( game.FriendlyShip.Rotation -= 10;) ns
( break;) ns
() ns
( case Keys.Right:) ns
( case Keys.D6:) ns
( game.FriendlyShip.Rotation += 10;) ns
( break;) ns
() ns
( case Keys.Down:) ns
( case Keys.D8:) ns
( case Keys.D5:) ns
( game.FriendlyShip.Thrusting = true;) ns
( break;) ns
() ns
( case Keys.Up:) ns
( case Keys.D2:) ns
( game.FriendlyShip.LaunchMissile\(\);) ns
( break;) ns
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( }) ns
( }) ns
() ns
() ns
( protected override void OnKeyUp\(KeyEventArgs e\)) ns
( {) ns
( switch \(e.KeyCode\)) ns
( {) ns
( case Keys.Down:) ns
( case Keys.D5:) ns
( case Keys.D8:) ns
( game.FriendlyShip.Thrusting = false;) ns
( break;) ns
( }) ns
( }) ns
() ns
() ns
( private void SpaceWarForm_Paint\(object sender, PaintEventArgs e\)) ns
( {) ns
( int ticksSinceLastTime = 0;) ns
() ns
( if \(!paused\)) ns
( {) ns
( // Update the state of the game) ns
( int now = Environment.TickCount;) ns
( ticksSinceLastTime = now - lastUpdateTime;) ns
( try) ns
( {) ns
( game.Update\(ticksSinceLastTime\);) ns
( }) ns
( catch \(System.IO.IOException\)) ns
( {) ns
( // Connection was dropped.) ns
( OnDisconnect\(\);) ns
( }) ns
( lastUpdateTime = now;) ns
() ns
( #region Timing instrumentation) ns
(#if INSTRUMENT) ns
( samplesCount++;) ns
( samplesTotal += ticksSinceLastTime;) ns
( if \(samplesCount % 100 == 0\)) ns
( {) ns
( System.Diagnostics.Debug.WriteLine\("Average fps = " + 1000 / \(sa) ns
(mplesTotal / samplesCount\)\);) ns
( }) ns
(#endif) ns
( #endregion) ns
( }) ns
() ns
( // Paint the game) ns
( game.Paint\(e.Graphics\);) ns
() ns
( if \(!paused\)) ns
( {) ns
( // This slows down the game so Bluetooth can keep up.) ns
( if \(ticksSinceLastTime < 100\)) ns
( System.Threading.Thread.Sleep\(100 - ticksSinceLastTime\);) ns
() ns
( this.Invalidate\(\);) ns
( }) ns
( }) ns
() ns
() ns
( private void menuExit_Click\(object sender, EventArgs e\)) ns
( {) ns
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( exitting = true;) ns
( connectionMgr.Exit\(\);) ns
( Disconnect\(\);) ns
( while \(connectionMgr.Connected\)) ns
( {) ns
( Thread.Sleep\(200\);) ns
( }) ns
( Close\(\);) ns
( }) ns
( }) ns
(}) ns
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%EOF
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