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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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