Example #1
0
		public override bool MoveStep()
		{
			if (Program.NrPlayers == 1)
				return base.MoveStep();
			else if (this.playerNr == 1)
			{
				int X = this.x;
				int Y = this.y;

				bool Result = base.MoveStep();

				if (this.x != X || this.y != Y || Result)
				{
					BinaryOutput Output = new BinaryOutput();
					Output.WriteByte(8);
					Output.WriteInt(this.x);
					Output.WriteInt(this.y);
					Output.WriteInt(this.vx);
					Output.WriteInt(this.vy);
					Output.WriteBool(Result);

					Program.MPE.SendUdpToAll(Output.GetPacket(), 3);
				}

				return Result;
			}
			else
				return false;
		}
Example #2
0
		public override void AfterMove()
		{
			Color DestPixel = RetroApplication.Raster[this.x, this.y];

			if (DestPixel.ToArgb() != Color.Black.ToArgb())
			{
				if (DestPixel.R == 255 && DestPixel.B == 0)
				{
					RetroApplication.FillFlood(this.x, this.y, Color.Black);

					if (this.playerNr == 1)
					{
						BinaryOutput Output = new BinaryOutput();
						int Gift = RetroApplication.Random(0, 31);

						Output.WriteByte(7);
						Output.WriteInt(Gift);

						this.GetGift(1, Gift, Output, null);

						if (Program.NrPlayers > 1)
							Program.MPE.SendUdpToAll(Output.GetPacket(), 3);
					}
				}
				else if (!this.immortal)
				{
					this.Die();
					return;
				}
			}

			if (!this.invisible || this.playerNr == 2)
				RetroApplication.Raster[this.x, this.y] = this.headColor;

			if (this.immortal)
			{
				int SecondsLeft = 10 - (int)(DateTime.Now - this.immortalStart).TotalSeconds;

				if (SecondsLeft != this.immortalSecondsLeft)
				{
					if (SecondsLeft < 0)
					{
						this.immortal = false;
						Program.PlayerMsg(this.playerNr, string.Empty);
					}
					else
					{
						this.immortalSecondsLeft = SecondsLeft;
						Program.PlayerMsg(this.playerNr, "Immortal " + SecondsLeft.ToString());
					}
				}
			}
		}
Example #3
0
		public static void Main(string[] args)
		{
			ManualResetEvent Terminated = new ManualResetEvent(false);

			Initialize();

			Console.Out.WriteLine("Move the mouse to move the pointer on the screen.");
			Console.Out.WriteLine("Press left mouse button while moving to draw.");
			Console.Out.WriteLine("Press the ESC key to close the application.");
			Console.Out.WriteLine("You will be able to see what others draw as well.");

			OnKeyDown += (sender, e) =>
			{
				if (e.Key == Key.Escape || (e.Key == Key.C && e.Control))
					Terminated.Set();
			};

			FillRectangle(0, 0, ScreenWidth, ScreenHeight, C64Colors.Blue);

			int PointerTexture = AddSpriteTexture(GetResourceBitmap("Pointer.png"), System.Drawing.Color.FromArgb(0, 0, 255), true);
			Point P = GetMousePointer();
			Point LastP = P;
			Sprite Pointer = CreateSprite(P.X, P.Y, PointerTexture);
			Random Rnd = new System.Random();
			int R = Rnd.Next(128, 255);
			int G = Rnd.Next(128, 255);
			int B = Rnd.Next(128, 255);
			Color Color = Color.FromArgb(R, G, B);
			bool Draw = false;
			BinaryOutput Payload;

			using (MqttConnection MqttConnection = ConnectToMqttServer("iot.eclipse.org", false, string.Empty, string.Empty))
			{
				WriteLine("<" + MqttConnection.State.ToString() + ">", C64Colors.LightGreen);

				MqttConnection.TrustServer = true;

				MqttConnection.OnConnectionError += (sender, ex) =>
				{
					WriteLine("Unable to connect:", C64Colors.Red);
				};

				MqttConnection.OnError += (sender, ex) =>
				{
					WriteLine(ex.Message, C64Colors.Red);
				};

				MqttConnection.OnStateChanged += (sender, state) =>
				{
					WriteLine("<" + MqttConnection.State.ToString() + ">", C64Colors.LightGreen);

					if (state == MqttState.Connected)
						MqttConnection.SUBSCRIBE("RetroSharp/Examples/Networking/MultiUserDraw");
				};

				OnMouseMove += (sender, e) =>
				{
					P = e.Position;
					Pointer.SetPosition(P);

					int DX = P.X - RasterWidth / 2;
					int DY = P.Y - RasterHeight / 2;

					Pointer.Angle = 90 + 22.5 + System.Math.Atan2(DY, DX) * 180 / System.Math.PI;

					if (Draw)
					{
						Payload = new BinaryOutput();
						Payload.WriteString(MqttConnection.ClientId);
						Payload.WriteInt(LastP.X);
						Payload.WriteInt(LastP.Y);
						Payload.WriteInt(P.X);
						Payload.WriteInt(P.Y);
						Payload.WriteColor(Color);

						MqttConnection.PUBLISH("RetroSharp/Examples/Networking/MultiUserDraw", MqttQualityOfService.AtMostOne, false, Payload);

						DrawLine(LastP.X, LastP.Y, P.X, P.Y, Color);
					}

					LastP = P;
				};

				OnMouseDown += (sender, e) =>
				{
					Draw = e.LeftButton;
				};

				OnMouseUp += (sender, e) =>
				{
					Draw = e.LeftButton;
				};

				MqttConnection.OnContentReceived += (sender, Content) =>
				{
					BinaryInput Input = Content.DataInput;
					string ClientId = Input.ReadString();
					if (ClientId != MqttConnection.ClientId)
					{
						int X1 = (int)Input.ReadInt();
						int Y1 = (int)Input.ReadInt();
						int X2 = (int)Input.ReadInt();
						int Y2 = (int)Input.ReadInt();
						Color cl = Input.ReadColor();

						DrawLine(X1, Y1, X2, Y2, cl);
					}
				};

				while (!Terminated.WaitOne(1000))
					;
			}

			Terminate();
		}
Example #4
0
		public void GetGift(int PlayerIndex, int GiftIndex, BinaryOutput Output, BinaryInput Input)
		{
			switch (GiftIndex)
			{
				case 0:
					this.framesPerPixel = 4;
					this.stepsPerFrame = 1;
					Program.PlayerMsg(this.playerNr, "Slow speed");
					break;

				case 1:
					this.framesPerPixel = 5;
					this.stepsPerFrame = 1;
					Program.PlayerMsg(this.playerNr, "Slower speed");
					break;

				case 2:
					this.framesPerPixel = 6;
					this.stepsPerFrame = 1;
					Program.PlayerMsg(this.playerNr, "Slowest speed");
					break;

				case 3:
					this.framesPerPixel = 2;
					this.stepsPerFrame = 1;
					Program.PlayerMsg(this.playerNr, "Fast speed");
					break;

				case 4:
					this.framesPerPixel = 1;
					this.stepsPerFrame = 1;
					Program.PlayerMsg(this.playerNr, "Faster speed");
					break;

				case 5:
					this.framesPerPixel = 1;
					this.stepsPerFrame = 2;
					if (this.shotSpeed < 2)
						this.shotSpeed = 2;
					Program.PlayerMsg(this.playerNr, "Fastest speed");
					break;

				case 6:
					this.framesPerPixel = 3;
					this.stepsPerFrame = 1;
					Program.PlayerMsg(this.playerNr, "Normal speed");
					break;

				case 7:
					this.shotPower = 5;
					Program.PlayerMsg(this.playerNr, "Tiny bullets");
					break;

				case 8:
					this.shotPower = 10;
					Program.PlayerMsg(this.playerNr, "Small bullets");
					break;

				case 9:
					this.shotPower = 15;
					Program.PlayerMsg(this.playerNr, "Normal bullets");
					break;

				case 10:
					this.shotPower = 20;
					Program.PlayerMsg(this.playerNr, "Large bullets");
					break;

				case 11:
					this.shotPower = 25;
					Program.PlayerMsg(this.playerNr, "Huge bullets");
					break;

				case 12:
					this.shotPower = 30;
					Program.PlayerMsg(this.playerNr, "Humongous bullets");
					break;

				case 13:
					this.shotPower = 50;
					Program.PlayerMsg(this.playerNr, "Peace-maker bullets");
					break;

				case 14:
					this.tail = false;
					Program.PlayerMsg(this.playerNr, "No tail");
					break;

				case 15:
					this.tail = true;
					Program.PlayerMsg(this.playerNr, "Tail");
					break;

				case 16:
					this.shotSpeed = Math.Max(1, this.stepsPerFrame);
					Program.PlayerMsg(this.playerNr, "Slow bullets");
					break;

				case 17:
					this.shotSpeed = Math.Max(2, this.stepsPerFrame);
					Program.PlayerMsg(this.playerNr, "Fast bullets");
					break;

				case 18:
					this.shotSpeed = Math.Max(3, this.stepsPerFrame);
					Program.PlayerMsg(this.playerNr, "Faster bullets");
					break;

				case 19:
					this.shotSpeed = Math.Max(4, this.stepsPerFrame);
					Program.PlayerMsg(this.playerNr, "Fastest bullets");
					break;

				case 20:
					int X, Y;
					int dx, dy;
					bool Ok;
					int TriesLeft = 100;
					int Black = Color.Black.ToArgb();

					if (Input != null)
					{
						this.x = 319 - (int)Input.ReadInt();
						this.y = 207 - (int)Input.ReadInt();
					}
					else
					{
						Ok = false;

						while (TriesLeft-- > 0 && !Ok)
						{
							X = RetroApplication.Random(30, 290);
							Y = RetroApplication.Random(38, 170);
							Ok = true;
							for (dy = -5; dy < 5; dy++)
							{
								for (dx = -5; dx < 5; dx++)
								{
									if (RetroApplication.Raster[X + dx, Y + dy].ToArgb() != Black)
									{
										Ok = false;
										dy = 5;
										break;
									}
								}
							}

							if (Ok)
							{
								Output.WriteInt(X);
								Output.WriteInt(Y);

								this.x = X;
								this.y = Y;
							}
						}

						if (!Ok && Output != null)
						{
							Output.WriteInt(this.x);
							Output.WriteInt(this.y);
						}
					}

					Program.PlayerMsg(this.playerNr, "Teleport");
					break;

				case 21:
					this.gun = Gun.WurstScheibe;
					Program.PlayerMsg(this.playerNr, "Wurst scheibe");
					break;

				case 22:
					this.gun = Gun.Homing;
					Program.PlayerMsg(this.playerNr, "Homing Missile");
					break;

				case 23:
					this.shotPower = 15;
					this.shotSpeed = 1;
					this.tail = true;
					this.gun = Gun.Normal;
					this.invisible = false;
					this.immortal = false;
					this.wrappingShots = false;
					this.wrap = true;
					this.opponent.wrap = true;
					Program.BorderColor = Color.FromKnownColor(KnownColor.DimGray);
					Program.PlayerMsg(this.playerNr, "Reset");
					break;

				case 24:
					int X1, Y1, X2, Y2;
					bool Inside;

					if (Input != null)
					{
						X2 = 319 - (int)Input.ReadInt();
						Y2 = 207 - (int)Input.ReadInt();
						X1 = 319 - (int)Input.ReadInt();
						Y1 = 207 - (int)Input.ReadInt();
					}
					else
					{
						do
						{
							X1 = RetroApplication.Random(30, 290);
							X2 = RetroApplication.Random(30, 290);
							Y1 = RetroApplication.Random(38, 170);
							Y2 = RetroApplication.Random(38, 170);

							if (X2 < X1)
							{
								X = X1;
								X1 = X2;
								X2 = X;
							}

							if (Y2 < Y1)
							{
								Y = Y1;
								Y1 = Y2;
								Y2 = Y;
							}

							Inside =
								(this.x >= X1 - 20 && this.x <= X2 + 20 && this.y >= Y1 - 20 && this.y <= Y2 + 20) ||
								(this.opponent.x >= X1 - 20 && this.opponent.x <= X2 + 20 && this.opponent.y >= Y1 - 20 && this.opponent.y <= Y2 + 20);
						}
						while (Inside || Math.Abs(X1 - X2) < 20 || Math.Abs(Y1 - Y2) < 20);

						if (Output != null)
						{
							Output.WriteInt(X1);
							Output.WriteInt(Y1);
							Output.WriteInt(X2);
							Output.WriteInt(Y2);
						}
					}

					RetroApplication.FillRoundedRectangle(X1, Y1, X2, Y2, 8, 8, (x, y, DestinationColor) =>
					{
						int i = ((x - X1) + (y - Y1)) % 6;
						if (i < 3)
							return Color.Cyan;
						else
							return RetroApplication.Blend(Color.Cyan, DestinationColor, 0.5);
					});
					RetroApplication.DrawRoundedRectangle(X1, Y1, X2, Y2, 8, 8, Color.Cyan);
					Program.PlayerMsg(this.playerNr, "Obstacle");
					break;

				case 25:
					this.invisible = true;
					Program.PlayerMsg(this.playerNr, "Invisibility");
					break;

				case 26:
					this.gun = Gun.BouncingBalls;
					Program.PlayerMsg(this.playerNr, "Bouncing balls");
					break;

				case 27:
					this.shotPower = 200;
					Program.PlayerMsg(this.playerNr, "Atomic Bomb");
					break;

				case 28:
					this.immortalStart = DateTime.Now;
					this.immortal = true;
					this.immortalSecondsLeft = 10;
					Program.PlayerMsg(this.playerNr, "Immortal 10");
					break;

				case 29:
					this.wrappingShots = true;
					Program.PlayerMsg(this.playerNr, "Wrapping shots");
					break;

				case 30:
					this.wrap = false;
					this.opponent.wrap = false;
					Program.BorderColor = Color.FromArgb(40, 40, 40);
					Program.PlayerMsg(this.playerNr, "Lock Border");
					break;

				case 31:
					this.wrap = true;
					this.opponent.wrap = true;
					Program.BorderColor = Color.FromKnownColor(KnownColor.DimGray);
					Program.PlayerMsg(this.playerNr, "Open Border");
					break;
			}
		}
Example #5
0
		public static void Main(string[] args)
		{
			Initialize();

			Guid PlayerId = Guid.NewGuid();
			string Player1Name;
			string Player2Name;

			Console.Out.WriteLine("Welcome to Mask! (Worms/Tron)");
			Console.Out.WriteLine(new string('-', 70));
			Console.Out.WriteLine("You control the work using the cursor keys.");
			Console.Out.WriteLine("Fire, using SPACE.");
			Console.Out.WriteLine("If you die, press ENTER to restart the game.");
			Console.Out.WriteLine("You can chat during the game.");
			Console.Out.WriteLine("Remember to try to fetch the gifts. You do that by moving into them.");
			Console.Out.WriteLine();
			Console.Out.WriteLine("Hello. What is your name?");
			Player1Name = Player2Name = Console.ReadLine();

			using (MPE = new MultiPlayerEnvironment("Mask", false, "iot.eclipse.org", 1883, false, string.Empty, string.Empty,
				"RetroSharp/Examples/Games/Mask", 2, PlayerId, new KeyValuePair<string, string>("NAME", Player1Name)))
			{
				MPE.OnStateChange += (sender, state) =>
				{
					switch (state)
					{
						case MultiPlayerState.SearchingForGateway:
							Console.Out.WriteLine("Searching for Internet Gateway.");
							break;

						case MultiPlayerState.RegisteringApplicationInGateway:
							Console.Out.WriteLine("Registering game in gateway.");
							break;

						case MultiPlayerState.FindingPlayers:
							Console.Out.WriteLine("Waiting for another player to connect.");
							Console.Out.WriteLine("Press ESC to play in single player mode.");
							OnKeyDown += new KeyEventHandler(MPE_Wait_OnKeyDown);
							break;

						case MultiPlayerState.ConnectingPlayers:
							Console.Out.WriteLine("Connecting to players.");
							break;
					}
				};

				MPE.OnPlayerAvailable += (sender, player) =>
				{
					Console.Out.WriteLine("New player available: " + player["NAME"]);
					MPE.ConnectPlayers();
				};

				MPE.OnPlayerConnected += (sender, player) =>
				{
					Player2Name = player["NAME"];
				};

				MPE.OnPlayerDisconnected += (sender, player) =>
				{
					PlayerMsg(2, "Disconnected");
					NrPlayers = 1;
					LocalMachineIsGameServer = true;
				};

				if (MPE.Wait(int.MaxValue))
				{
					NrPlayers = MPE.PlayerCount;
					LocalMachineIsGameServer = MPE.LocalPlayerIsFirst;
				}
				else
				{
					PlayerMsg(2, "Network error");
					NrPlayers = 1;
				}

				OnKeyDown -= new KeyEventHandler(MPE_Wait_OnKeyDown);

				ManualResetEvent Done = new ManualResetEvent(false);
				LinkedList<Shot> Shots = new LinkedList<Shot>();
				LinkedList<Explosion> Explosions = new LinkedList<Explosion>();
				LinkedList<Present> Presents = new LinkedList<Present>();
				LinkedList<PlayerPosition> Player2Positions = new LinkedList<PlayerPosition>();
				Player Player1 = new Player(1, 20, 28, 1, 0, 3, Color.Green, Color.LightGreen, 15);
				Player Player2 = new Player(2, 299, 179, -1, 0, 3, Color.Blue, Color.LightBlue, 15);
				bool Player1Up = false;
				bool Player1Down = false;
				bool Player1Left = false;
				bool Player1Right = false;
				bool Player1Fire = false;
				bool Player2Up = false;
				bool Player2Down = false;
				bool Player2Left = false;
				bool Player2Right = false;
				bool Player2Fire = false;

				Player1.Opponent = Player2;
				Player2.Opponent = Player1;

				Clear();
				FillRectangle(0, 0, 319, 7, Color.FromKnownColor(KnownColor.DimGray));
				SetClipArea(0, 8, 319, 199);

				string s = Player1Name.Length <= 10 ? Player1Name : Player1Name.Substring(0, 10);
				Console.Out.Write(s);

				s = Player2Name.Length <= 10 ? Player2Name : Player2Name.Substring(0, 10);
				GotoXY(ConsoleWidth - s.Length, 0);
				Console.Out.Write(s);

				OnKeyDown += (sender, e) =>
				{
					switch (e.Key)
					{
						case Key.Escape:
							if (MPE.State == MultiPlayerState.FindingPlayers)
								MPE.ConnectPlayers();
							else
								Done.Set();
							break;

						case Key.C:
							if (e.Control)
								Done.Set();
							break;

						case Key.Up:
							if (!Player1.Dead && Player1.VY != 1)
							{
								Player1Up = true;

								if (NrPlayers == 1)
								{
									if (!Player2.Dead)
										Player2Down = true;
								}
								else
									MPE.SendUdpToAll(new byte[] { 0 }, 3);
							}
							break;

						case Key.Down:
							if (!Player1.Dead && Player1.VY != -1)
							{
								Player1Down = true;

								if (NrPlayers == 1)
								{
									if (!Player2.Dead)
										Player2Up = true;
								}
								else
									MPE.SendUdpToAll(new byte[] { 1 }, 3);
							}
							break;

						case Key.Left:
							if (!Player1.Dead && Player1.VX != 1)
							{
								Player1Left = true;

								if (NrPlayers == 1)
								{
									if (!Player2.Dead)
										Player2Right = true;
								}
								else
									MPE.SendUdpToAll(new byte[] { 2 }, 3);
							}
							break;

						case Key.Right:
							if (!Player1.Dead && Player1.VX != -1)
							{
								Player1Right = true;

								if (NrPlayers == 1)
								{
									if (!Player2.Dead)
										Player2Left = true;
								}
								else
									MPE.SendUdpToAll(new byte[] { 3 }, 3);
							}
							break;

						case Key.Space:
							if (!Player1.Dead)
							{
								Player1Fire = true;

								if (NrPlayers == 1)
								{
									if (!Player2.Dead)
										Player2Fire = true;
								}
								else
									MPE.SendUdpToAll(new byte[] { 4 }, 3);
							}
							break;

						case Key.Enter:
							if (Player1.Dead)
							{
								if (NrPlayers > 1)
									MPE.SendUdpToAll(new byte[] { 5 }, 3);
								else
								{
									lock (Player2Positions)
									{
										Player2Positions.Clear();
									}

									Shots.Clear();
									Explosions.Clear();
									Presents.Clear();
									Player1 = new Player(1, 20, 28, 1, 0, 3, Color.Green, Color.LightGreen, 15);
									Player2 = new Player(2, 299, 179, -1, 0, 3, Color.Blue, Color.LightBlue, 15);
									Player1Up = false;
									Player1Down = false;
									Player1Left = false;
									Player1Right = false;
									Player1Fire = false;

									Player1.Opponent = Player2;
									Player2.Opponent = Player1;

									FillRectangle(0, 8, 319, 199, Color.Black);
									PlayerMsg(1, string.Empty);
									PlayerMsg(2, string.Empty);
								}
							}
							break;
					}
				};

				OnKeyPressed += (sender, e) =>
				{
					ChatCharacter(1, e.Character);
					MPE.SendTcpToAll(new byte[] { 10, (byte)(e.Character >> 8), (byte)(e.Character) });
				};

				OnUpdateModel += (sender, e) =>
				{
					if (LocalMachineIsGameServer && Random() < 0.005)
					{
						int x1, y1;

						do
						{
							x1 = Random(30, 285);
							y1 = Random(38, 165);
						}
						while (!Present.CanPlace(x1, y1, x1 + 5, y1 + 5));

						Presents.AddLast(new Present(x1, y1, x1 + 5, y1 + 5));

						if (NrPlayers > 1)
						{
							BinaryOutput Output = new BinaryOutput();

							Output.WriteByte(6);
							Output.WriteInt(x1);
							Output.WriteInt(y1);

							MPE.SendUdpToAll(Output.GetPacket(), 3);
						}
					}

					LinkedListNode<Present> PresentObj, NextPresentObj;

					PresentObj = Presents.First;
					while (PresentObj != null)
					{
						NextPresentObj = PresentObj.Next;
						if (PresentObj.Value.Move())
							Presents.Remove(PresentObj);

						PresentObj = NextPresentObj;
					}

					if (Player1Up)
					{
						Player1.Up();
						Player1Up = false;
					}
					else if (Player1Down)
					{
						Player1.Down();
						Player1Down = false;
					}
					else if (Player1Left)
					{
						Player1.Left();
						Player1Left = false;
					}
					else if (Player1Right)
					{
						Player1.Right();
						Player1Right = false;
					}

					if (Player2Up)
					{
						Player2.Up();
						Player2Up = false;
					}
					else if (Player2Down)
					{
						Player2.Down();
						Player2Down = false;
					}
					else if (Player2Left)
					{
						Player2.Left();
						Player2Left = false;
					}
					else if (Player2Right)
					{
						Player2.Right();
						Player2Right = false;
					}

					if (!Player1.Dead && Player1.Move())
						Explosions.AddLast(new Explosion(Player1.X, Player1.Y, 30, Color.White));

					if (!Player2.Dead)
					{
						if (NrPlayers == 1)
						{
							if (Player2.Move())
								Explosions.AddLast(new Explosion(Player2.X, Player2.Y, 30, Color.White));
						}
						else
						{
							lock (Player2Positions)
							{
								try
								{
									foreach (PlayerPosition P in Player2Positions)
									{
										Player2.BeforeMove();
										Player2.SetPosition(P.X, P.Y, P.VX, P.VY);
										Player2.AfterMove();

										if (P.Dead)
										{
											Player2.Die();
											Explosions.AddLast(new Explosion(Player2.X, Player2.Y, 30, Color.White));
										}
									}
								}
								finally
								{
									Player2Positions.Clear();
								}
							}
						}
					}

					if (Player1Fire)
					{
						Player1.Fire(Shots);
						Player1Fire = false;
					}

					if (Player2Fire)
					{
						Player2.Fire(Shots);
						Player2Fire = false;
					}

					LinkedListNode<Shot> ShotObj, NextShotObj;

					ShotObj = Shots.First;
					while (ShotObj != null)
					{
						NextShotObj = ShotObj.Next;
						if (ShotObj.Value.Move())
						{
							Shots.Remove(ShotObj);
							Explosions.AddLast(new Explosion(ShotObj.Value.X, ShotObj.Value.Y, ShotObj.Value.Power, Color.White));
						}

						ShotObj = NextShotObj;
					}

					LinkedListNode<Explosion> ExplosionObj, NextExplosionObj;

					ExplosionObj = Explosions.First;
					while (ExplosionObj != null)
					{
						NextExplosionObj = ExplosionObj.Next;
						if (ExplosionObj.Value.Move())
							Explosions.Remove(ExplosionObj);

						ExplosionObj = NextExplosionObj;
					}
				};

				MPE.OnGameDataReceived += (sender, e) =>
				{
					byte Command = e.Data.ReadByte();

					switch (Command)
					{
						case 0:	// Remote player presses UP
							if (!Player2.Dead)
								Player2Down = true;
							break;

						case 1:	// Remote player presses DOWN
							if (!Player2.Dead)
								Player2Up = true;
							break;

						case 2:	// Remote player presses LEFT
							if (!Player2.Dead)
								Player2Right = true;
							break;

						case 3:	// Remote player presses RIGHT
							if (!Player2.Dead)
								Player2Left = true;
							break;

						case 4:	// Remote player presses SPACE (Fire)
							if (!Player2.Dead)
								Player2Fire = true;
							break;

						case 5:	// Remote player presses ENTER (Restart)
						case 9:	// Acknowledgement of remote player presses ENTER (Restart)

							if (Command == 5)
								MPE.SendUdpToAll(new byte[] { 9 }, 3);

							lock (Player2Positions)
							{
								Player2Positions.Clear();
							}

							Shots.Clear();
							Explosions.Clear();
							Presents.Clear();
							Player1 = new Player(1, 20, 28, 1, 0, 3, Color.Green, Color.LightGreen, 15);
							Player2 = new Player(2, 299, 179, -1, 0, 3, Color.Blue, Color.LightBlue, 15);
							Player1Up = false;
							Player1Down = false;
							Player1Left = false;
							Player1Right = false;
							Player1Fire = false;

							Player1.Opponent = Player2;
							Player2.Opponent = Player1;

							FillRectangle(0, 8, 319, 199, Color.Black);
							PlayerMsg(1, string.Empty);
							PlayerMsg(2, string.Empty);

							BorderColor = Color.FromKnownColor(KnownColor.DimGray);
							break;

						case 6:	// New Present
							int x1 = 315 - (int)e.Data.ReadInt();
							int y1 = 203 - (int)e.Data.ReadInt();

							Presents.AddLast(new Present(x1, y1, x1 + 5, y1 + 5));
							break;

						case 7:	// Gift
							x1 = (int)e.Data.ReadInt();
							Player2.GetGift(2, x1, null, e.Data);
							break;

						case 8:	// Move player 2
							lock (Player2Positions)
							{
								Player2Positions.AddLast(new PlayerPosition(e.Data));
							}
							break;

						case 10:	// chat character
							char ch = (char)e.Data.ReadUInt16();
							ChatCharacter(2, ch);
							break;
					}
				};

				while (!Done.WaitOne(1000))
					;
			}

			Terminate();
		}