This class represents a Planets that it would be not affected by gravity and collisions with other objects.
상속: GameObject
        /// <summary>
        /// This function is to unpack all the data received from a client.
        /// </summary>
        /// <param name="ar">Status of the asynchronous operation</param>
        private void OnReceive(IAsyncResult ar)
        {
            try
            {
                //Required variables
                IPEndPoint ipeSender = new IPEndPoint(IPAddress.Any, 0);
                EndPoint epSender = (EndPoint)ipeSender;
                serverSocket.EndReceiveFrom(ar, ref epSender);
                byte[] message;
                //Transform the array of bytes received from the user into an
                //intelligent form of object Data
                Data msgReceived = new Data(byteData);

                //We will send this object in response the users request
                Data msgToSend = new Data();

                //If the message is to login, logout, or simple text message
                //then when send to others the type of the message remains the same
                msgToSend.cmdCommand = msgReceived.cmdCommand;
                msgToSend.strName = msgReceived.strName;

                //Check which kind of message we received
                switch (msgReceived.cmdCommand)
                {
                    case Command.Login:
                        //When a user logs in to the server then we add her to our
                        //list of clients
                        if (playercount == 0)
                        {
                            //Setup player 1
                            Player player1 = new Player();
                            ClientInfo clientInfo = new ClientInfo();
                            clientInfo.endpoint = epSender;
                            clientInfo.strName = msgReceived.strName;
                            msgToSend.cmdCommand = Command.Login;
                            msgToSend.id = playercount;
                            clientList.Add(clientInfo);
                            player1.x = 100;
                            player1.y = 100;
                            player1.radius = 16;
                            player1.playername = msgReceived.strName;
                            player1.id = playercount;
                            playerList.Add(player1);
                            playercount = playercount + 1;

                            //Setup planets (1 for now)
                            Planets planet = new Planets();
                            planet.x = 400;
                            planet.y = 300;
                            planet.radius = 32;
                            planet.mass = 150;
                            planetList.Add(planet);
                            planetcount = 1;

                            //Set the text of the message that we will broadcast to all users (doesn't currently do much)
                            msgToSend.strMessage = "<<<" + msgReceived.strName + " has joined the room>>>";
                            msgToSend.cmdCommand = Command.Login;

                        }
                        else
                        {
                            //Setup player 2
                            Player player2 = new Player();
                            ClientInfo clientInfo = new ClientInfo();
                            clientInfo.endpoint = epSender;
                            clientInfo.strName = msgReceived.strName;
                            msgToSend.id = playercount;
                            player2.id = playercount;
                            clientList.Add(clientInfo);
                            player2.x = 700;
                            player2.y = 500;
                            player2.radius = 16;
                            player2.playername = msgReceived.strName;
                            player2.id = playercount;
                            playerList.Add(player2);
                            playercount = playercount + 1;

                            //Set the text of the message that we will broadcast to all users
                            msgToSend.strMessage = "<<<" + msgReceived.strName + " has joined the room>>>";
                            msgToSend.cmdCommand = Command.Login;
                        }
                        break; //End case login

                    case Command.Create:
                        //Create objects (not currently in use)
                        break; //End case create

                    case Command.Logout:
                        //When a user wants to log out of the server then we search for her
                        //in the list of clients and close the corresponding connection
                        //TODO: Fix logout errors.
                        int nIndex = 0;
                        foreach (ClientInfo client in clientList)
                        {
                            if (client.endpoint == epSender)
                            {
                                clientList.RemoveAt(nIndex);
                                break;
                            }
                            ++nIndex;
                        }
                        //Set the text of the message that we will broadcast to all users
                        msgToSend.strMessage = "<<<" + msgReceived.strName + " has left the room>>>";
                        break; //End case logout

                    case Command.Message:
                        //Set the text of the message that we will broadcast to all users
                        msgToSend.strMessage = msgReceived.strName + ": " + msgReceived.strMessage;
                        break;//End case message

                    case Command.Move:
                        //Setup the move command
                        msgToSend = PlayerAction(msgReceived);
                        msgToSend.cmdCommand = msgReceived.cmdCommand;
                        break;//End case move

                    case Command.List:
                        //Send the names of all users in the chat room to the new user
                        msgToSend.cmdCommand = Command.List;
                        msgToSend.strName = null;
                        msgToSend.strMessage = null;

                        //Collect the names of the user in the chat room
                        foreach (ClientInfo client in clientList)
                        {
                            //To keep things simple we use asterisk as the marker to separate the user names
                            msgToSend.strMessage += client.strName + "*";
                        }
                        //Setup our message to send
                        message = msgToSend.ToByte(playerList, bulletList, removeids, playercount, planetList);

                        //Send the name of the users in the chat room
                        serverSocket.BeginSendTo(message, 0, message.Length, SocketFlags.None, epSender, new AsyncCallback(OnSend), epSender);
                        break;
                }//End command list

                //TODO: Add check to see if it is a login, if it is send the players ID to the client
                //When the client receives the login response it will set the users ID to the correct value
                if (msgToSend.cmdCommand == Command.Login)
                {
                    //Send the login message
                    message = msgToSend.ToByte(playerList, bulletList, removeids, playercount, planetList);
                    serverSocket.BeginSendTo(message, 0, message.Length, SocketFlags.None, epSender, new AsyncCallback(OnSend), epSender);
                    msgToSend.cmdCommand = Command.Create;
                    message = msgToSend.ToByte(playerList, bulletList, removeids, playercount, planetList);
                    serverSocket.BeginSendTo(message, 0, message.Length, SocketFlags.None, epSender, new AsyncCallback(OnSend), epSender);
                    msgToSend.cmdCommand = Command.Login;
                }

                if (msgToSend.cmdCommand != Command.List)
                {
                    //Setup the list message
                    message = msgToSend.ToByte(playerList, bulletList, removeids, playercount, planetList);

                    foreach (ClientInfo clientInfo in clientList)
                    {
                        //Send the message to all users
                        serverSocket.BeginSendTo(message, 0, message.Length, SocketFlags.None, clientInfo.endpoint,
                            new AsyncCallback(OnSend), clientInfo.endpoint);
                    }
                }

                //If the user is logging out then we need not listen from her
                //Start listening to the message send by the user
                serverSocket.BeginReceiveFrom(byteData, 0, byteData.Length, SocketFlags.None, ref epSender, new AsyncCallback(OnReceive), epSender);

            }
            //Exception handling
            catch (Exception ex)
            {
                MessageBox.Show(ex.Message, "GameUDPServer", MessageBoxButtons.OK, MessageBoxIcon.Error);
            }
        }
 /// <summary>
 /// In case a collison is detected, this function should be called to treat how a player instance will respond in collison with another object
 /// </summary>
 /// <param name="object2">An instance to a Planets</param>
 public void treatCollision(Planets object2)
 {
     if (object2 is Planets)
     {
         this.speedX = this.speedX * (float)(-0.25);
         this.speedY = this.speedY * (float)(-0.25);
     }
 }
 public void TreatCollision(Planets object2)
 {
     //The powerup spawned on a planet - move it to a new location
     this.randomizePosition();
 }