public StarlingGameSpriteWithTankSync()
        {
            var textures_tank = new StarlingGameSpriteWithTankTextures(new_texsprite_crop);


            this.onbeforefirstframe += (stage, s) =>
            {

                #region __keyDown
                var __keyDown = new KeySample();

                stage.keyDown +=
                   e =>
                   {
                       // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/
                       if (e.altKey)
                           __keyDown[System.Windows.Forms.Keys.Alt] = true;

                       __keyDown[(System.Windows.Forms.Keys)e.keyCode] = true;
                   };

                stage.keyUp +=
                 e =>
                 {
                     if (!e.altKey)
                         __keyDown[System.Windows.Forms.Keys.Alt] = false;

                     __keyDown[(System.Windows.Forms.Keys)e.keyCode] = false;
                 };

                #endregion

                #region ego
                var ego = new PhysicalTank(textures_tank, this)
                {
                    Identity = sessionid + ":ego"
                };

                ego.SetPositionAndAngle(
                   random.NextDouble() * -20 - 4,
                   random.NextDouble() * -20 - 4,
                   random.NextDouble() * Math.PI
               );

                current = ego;
                #endregion







                #region other
                Func<string, RemoteGame> other = __egoid =>
                {
                    // that other game has sent us a sync frame!

                    var already_known_other = others.FirstOrDefault(k => k.__egoid == __egoid);

                    if (already_known_other == null)
                    {
                        already_known_other = new RemoteGame
                        {
                            __egoid = __egoid,

                            // this
                            __syncframeid = this.syncframeid
                        };

                        others.Add(already_known_other);
                    }


                    return already_known_other;
                };
                #endregion


                #region __at_sync
                __at_sync += __egoid =>
                {
                    // that other game has sent us a sync frame!

                    var o = other(__egoid);

                    o.__syncframeid++;
                    // move on!
                };
                #endregion

                #region __at_SetVelocityFromInput
                __at_SetVelocityFromInput +=
                    (
                        string __egoid,
                        string __identity,
                        string __KeySample,
                        string __fixup_x,
                        string __fixup_y,
                        string __fixup_angle

                        ) =>
                    {
                        var o = other(__egoid);



                        if (o.ego == null)
                        {
                            o.ego = new PhysicalTank(textures_tank, this)
                            {
                                Identity = __identity,
                                RemoteGameReference = o
                            };

                            o.ego.SetPositionAndAngle(
                                double.Parse(__fixup_x),
                                double.Parse(__fixup_y),
                                double.Parse(__fixup_angle)
                            );
                        }


                        // set the input!


                        o.ego.SetVelocityFromInput(
                            new KeySample
                            {
                                value = int.Parse(__KeySample),

                                fixup = true,

                                x = double.Parse(__fixup_x),
                                y = double.Parse(__fixup_y),
                                angle = double.Parse(__fixup_angle)

                            }
                        );

                    };
                #endregion



                onsyncframe += delegate
                {

                    current.SetVelocityFromInput(__keyDown);




                    __raise_SetVelocityFromInput(
                         "" + sessionid,
                         current.Identity,
                         "" + current.CurrentInput.value,
                         "" + current.body.GetPosition().x,
                         "" + current.body.GetPosition().y,
                         "" + current.body.GetAngle()

                     );


                    // tell others this sync frame ended for us
                    __raise_sync("" + sessionid);
                };
            };
        }
        public StarlingGameSpriteWithTestGamePad()
        {
            var textures_ped = new StarlingGameSpriteWithPedTextures(new_tex_crop, this.new_texsprite_crop);
            var textures_tank = new StarlingGameSpriteWithTankTextures(this.new_texsprite_crop);
            var textures_hind = new StarlingGameSpriteWithHindTextures(this.new_tex_crop);
            var textures_jeep = new StarlingGameSpriteWithJeepTextures(new_tex_crop);
            var textures_cannon = new StarlingGameSpriteWithCannonTextures(new_tex_crop);
            var textures_bunker = new StarlingGameSpriteWithBunkerTextures(new_tex_crop);

            disablephysicsdiagnostics = true;
            disable_movezoom_and_altitude_for_scale = true;

            internalscale = 1.7;
            internal_center_y = 0.5;

            this.onbeforefirstframe += (stage, s) =>
            {

                #region __keyDown

                stage.keyDown +=
                   e =>
                   {
                       // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/
                       if (e.altKey)
                           __keyDown[Keys.Alt] = true;

                       __keyDown[(Keys)e.keyCode] = true;
                   };

                stage.keyUp +=
                 e =>
                 {
                     if (!e.altKey)
                         __keyDown[Keys.Alt] = false;

                     __keyDown[(Keys)e.keyCode] = false;
                 };

                #endregion


                var tank1 = new PhysicalTank(textures_tank, this);
                tank1.SetPositionAndAngle(random.NextDouble() * 4000, 100);

                // half speed!
                //tank1.AngularVelocityMultiplier = 0.5;
                //tank1.speed = 10;

                //tank1.SetPositionAndAngle(100, 100);



                var cannon1 = new PhysicalCannon(textures_cannon, this);
                cannon1.SetPositionAndAngle(random.NextDouble() * 4000, 100);

                var physical0 = new PhysicalPed(textures_ped, this);
                physical0.SetPositionAndAngle(random.NextDouble() * 4000, 100);

                current = physical0;

                var hind0 = new PhysicalHind(textures_hind, this);
                hind0.SetPositionAndAngle(random.NextDouble() * 4000, 100);

                var jeep = new PhysicalJeep(textures_jeep, this);
                jeep.SetPositionAndAngle(random.NextDouble() * 4000, 100);

                var bunker0 = new PhysicalBunker(textures_bunker, this);
                bunker0.SetPositionAndAngle(random.NextDouble() * 4000, 100);

                var silo0 = new PhysicalSilo(textures_bunker, this);

                __switchto +=
                    type =>
                    {
                        if (type == "ped")
                            current = physical0;

                        if (type == "tank")
                            current = tank1;

                        if (type == "hind")
                            current = hind0;

                        if (type == "jeep")
                            current = jeep;

                        if (type == "cannon")
                            current = cannon1;

                        if (type == "bunker")
                            current = bunker0;

                        if (type == "silo")
                            current = silo0;
                    };

                onsyncframe += delegate
                {

                    current.SetVelocityFromInput(__keyDown);


                    while (Content_layer0_tracks.numChildren > 5)
                    {
                        Content_layer0_tracks.removeChildAt(0);
                    }

                };
            };
        }
        public StarlingGameSpriteWithTestDrivers()
        {
            var textures_ped = new StarlingGameSpriteWithPedTextures(this.new_tex_crop, this.new_texsprite_crop);
            // ??
            //<Reference Include="FlashHeatZeeker.UnitHindControl">
            //  <HintPath>..\packages\FlashHeatZeeker.UnitHindControl.1.0.0.0\lib\FlashHeatZeeker.UnitHindControl.dll</HintPath>
            //</Reference>
            // "X:\jsc.svn\examples\actionscript\svg\FlashHeatZeeker\packages\FlashHeatZeeker.UnitHindControl.1.0.0.0\lib\FlashHeatZeeker.UnitHindControl.dll"
            // "X:\jsc.svn\examples\actionscript\svg\FlashHeatZeeker\packages\FlashHeatZeeker.UnitHind.1.0.0.0\lib\FlashHeatZeeker.UnitHind.dll"
            var textures_hind = new StarlingGameSpriteWithHindTextures(this.new_tex_crop);
            var textures_jeep = new StarlingGameSpriteWithJeepTextures(this.new_tex_crop);
            var textures_tank = new StarlingGameSpriteWithTankTextures(this.new_texsprite_crop);
            var textures_cannon = new StarlingGameSpriteWithCannonTextures(this.new_tex_crop);
            var textures_bunker = new StarlingGameSpriteWithBunkerTextures(this.new_tex_crop);
            var textures_map = new StarlingGameSpriteWithMapTextures(new_tex_crop);
            var textures_rocket = new StarlingGameSpriteWithRocketTextures(this.new_tex_crop);

            this.disablephysicsdiagnostics = true;



            // ????
            this.onbeforefirstframe += (stage, s) =>
            {
                var hud = new Image(textures_ped.hud_look()).AttachTo(this);


                for (int i = 0; i < 32; i++)
                {
                    new Image(textures_map.hill1()).AttachTo(Content).With(
                        hill =>
                        {
                            hill.x = 2048.Random();
                            hill.y = 2048.Random();
                        }
                    );

                    new Image(textures_map.hole1()).AttachTo(Content).With(
                        hill =>
                        {
                            hill.x = 2048.Random();
                            hill.y = 2048.Random();
                        }
                    );

                    new Image(textures_map.grass1()).AttachTo(Content).With(
                        hill =>
                        {
                            hill.x = 2048.Random();

                            var y = -2048.Random() - 512 - 256;
                            hill.y = y;
                        }
                    );
                }

                for (int i = 0; i < 128; i++)
                {


                    var x = 2048.Random();
                    var y = -2048.Random() - 512 - 256;

                    new Image(textures_map.tree0_shadow()).AttachTo(Content).MoveTo(x + 16, y + 16);
                    new Image(textures_map.tree0()).AttachTo(Content).MoveTo(x, y);
                }
                for (int i = -12; i < 12; i++)
                {
                    new Image(textures_map.road0()).AttachTo(Content).x = 256 * i;
                }

                new Image(textures_map.touchdown()).AttachTo(Content).MoveTo(256, -256);
                new Image(textures_map.touchdown()).AttachTo(Content).y = 256;

                new PhysicalHindWeaponized(textures_hind, textures_rocket, this) { AutomaticTakeoff = true }.SetPositionAndAngle((128 + 256) / 16, -128 * 1.5 / 16);
                new PhysicalTank(textures_tank, this).SetPositionAndAngle(128 / 16, 128 * 3 / 16);

                new Image(textures_map.tree0_shadow()).AttachTo(Content).y = 128 + 16;
                new Image(textures_map.tree0()).AttachTo(Content).y = 128;

                // can I have 
                // new ped, hind, jeep, tank
                current = new PhysicalPed(textures_ped, this);


                // 12 = 34FPS
                #region other units
                for (int i = 3; i < 9; i++)
                {
                    var cannon2 = new PhysicalCannon(textures_cannon, this);

                    cannon2.SetPositionAndAngle(
                        i * 16, -32, random.NextDouble()
                    );



                    if (i % 3 == 0)
                    {
                        new PhysicalBunker(textures_bunker, this).SetPositionAndAngle(
                            i * 16, -16, random.NextDouble()
                        );
                    }
                    else if (i % 3 == 1)
                    {
                        new PhysicalWatertower(textures_bunker, this).SetPositionAndAngle(
                            i * 16, -16, random.NextDouble()
                        );
                    }
                    else
                    {
                        new PhysicalSilo(textures_bunker, this).SetPositionAndAngle(
                            i * 16, -16, random.NextDouble()
                        );
                    }

                    var hind2 = new PhysicalHindWeaponized(textures_hind, textures_rocket, this)
                    {
                        AutomaticTakeoff = true
                    };

                    hind2.SetPositionAndAngle(
                        i * 16, 8, random.NextDouble()
                    );


                    var jeep2 = new PhysicalJeep(textures_jeep, this);


                    jeep2.SetPositionAndAngle(
                        i * 16, 16, random.NextDouble()
                    );



                    var tank2 = new PhysicalTank(textures_tank, this);

                    tank2.SetPositionAndAngle(
                        i * 16, 24, random.NextDouble()
                    );


                    var ped2 = new PhysicalPed(textures_ped, this);

                    ped2.SetPositionAndAngle(
                        i * 16, 32, random.NextDouble()
                    );


                }
                #endregion




                #region __keyDown

                stage.keyDown +=
                   e =>
                   {
                       // http://circlecube.com/2008/08/actionscript-key-listener-tutorial/
                       if (e.altKey)
                           __keyDown[System.Windows.Forms.Keys.Alt] = true;

                       __keyDown[(System.Windows.Forms.Keys)e.keyCode] = true;
                   };

                stage.keyUp +=
                 e =>
                 {
                     if (!e.altKey)
                         __keyDown[System.Windows.Forms.Keys.Alt] = false;

                     __keyDown[(System.Windows.Forms.Keys)e.keyCode] = false;
                 };

                #endregion

                bool entermode_changepending = false;
                bool mode_changepending = false;

                onframe +=
                    delegate
                    {
                        #region hud
                        {
                            var cm = new Matrix();

                            cm.scale(0.5, 0.5);
                            cm.translate(16, stage.stageHeight - 64 - 24);

                            hud.transformationMatrix = cm;
                        }
                        #endregion
                    };

                onsyncframe +=
                    delegate
                    {


                        #region entermode_changepending
                        if (!__keyDown[System.Windows.Forms.Keys.Enter])
                        {
                            // space is not down.
                            entermode_changepending = true;
                        }
                        else
                        {
                            if (entermode_changepending)
                            {
                                entermode_changepending = false;

                                // enter another vehicle?

                                var candidatedriver = current as PhysicalPed;
                                if (candidatedriver != null)
                                {
                                    var target =
                                         from candidatevehicle in units
                                         where candidatevehicle.driverseat != null

                                         // can enter if the seat is full.
                                         // unless we kick them out before ofcourse
                                         where candidatevehicle.driverseat.driver == null

                                         let distance = new __vec2(
                                             (float)(candidatedriver.body.GetPosition().x - candidatevehicle.body.GetPosition().x),
                                             (float)(candidatedriver.body.GetPosition().y - candidatevehicle.body.GetPosition().y)
                                         ).GetLength()

                                         where distance < 6

                                         orderby distance ascending
                                         select new { candidatevehicle, distance };

                                    target.FirstOrDefault().With(
                                        x =>
                                        {
                                            Console.WriteLine(new { x.distance });

                                            //current.loc.visible = false;
                                            current.body.SetActive(false);


                                            x.candidatevehicle.driverseat.driver = candidatedriver;
                                            candidatedriver.seatedvehicle = x.candidatevehicle;

                                            current = x.candidatevehicle;

                                            if (current.body.GetType() == Box2D.Dynamics.b2Body.b2_dynamicBody)
                                            {
                                                hud.texture = textures_ped.hud_look_goggles();
                                            }
                                            else
                                            {
                                                hud.texture = textures_ped.hud_look_building();
                                            }

                                            //switchto(x.x);
                                        }
                                    );
                                }
                                else
                                {
                                    (current.driverseat.driver as PhysicalPed).With(
                                        driver =>
                                        {
                                            current.driverseat.driver = null;
                                            driver.seatedvehicle = null;
                                            current.SetVelocityFromInput(new KeySample());

                                            // crashland?
                                            (current as PhysicalHind).With(
                                                hind => hind.VerticalVelocity = -1
                                            );


                                            current = driver;
                                            current.body.SetActive(true);
                                            hud.texture = textures_ped.hud_look();
                                        }
                                    );
                                }

                            }
                        }
                        #endregion



                        #region mode
                        if (!__keyDown[System.Windows.Forms.Keys.Space])
                        {
                            // space is not down.
                            mode_changepending = true;
                        }
                        else
                        {
                            if (mode_changepending)
                            {
                                (current as PhysicalHind).With(
                                    hind1 =>
                                    {
                                        if (hind1.visual.Altitude == 0)
                                            hind1.VerticalVelocity = 1.0;
                                        else
                                            hind1.VerticalVelocity = -0.4;

                                    }
                                );

                                (current as PhysicalPed).With(
                                 physical0 =>
                                 {
                                     if (physical0.visual.LayOnTheGround)
                                         physical0.visual.LayOnTheGround = false;
                                     else
                                         physical0.visual.LayOnTheGround = true;

                                 }
                             );




                                mode_changepending = false;



                            }
                        }
                        #endregion


                        current.SetVelocityFromInput(__keyDown);




                        #region simulate a weapone!
                        if (__keyDown[System.Windows.Forms.Keys.ControlKey])
                            if (syncframeid % 3 == 0)
                            {
                                (this.current as PhysicalHindWeaponized).With(
                                    h =>
                                    {
                                        //sb.snd_missleLaunch.play();

                                        h.FireRocket();
                                    }
                                );

                            }
                        #endregion
                    };
            };
        }