本文整理汇总了C#中Controls.accept方法的典型用法代码示例。如果您正苦于以下问题:C# Controls.accept方法的具体用法?C# Controls.accept怎么用?C# Controls.accept使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Controls
的用法示例。
在下文中一共展示了Controls.accept方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Update
public void Update(GameTime gameTime, Controls _controls)
{
menuChoosen = false;
if(_controls.menuUp() || _controls.menuRight())
{
menuItem++;
}
if (_controls.menuDown() || _controls.menuLeft())
{
menuItem--;
}
if (_controls.pause())
{
menuChoosen = true;
menuItem = 1;
}
if (_controls.accept())
{
menuChoosen = true;
}
if (menuItem > 2)
menuItem = 1;
if (menuItem < 1)
menuItem = 2;
pauseSprite.Update(gameTime, menuItem);
if (menuChoosen)
{
pauseSprite.IsVisible = false;
}
}
示例2: Update
public void Update(Controls _controls, GameTime gameTime)
{
animation.Update(gameTime);
menuChoosen = false;
if (_controls.menuUp())
{
menuItem--;
}
if (_controls.menuDown())
{
menuItem++;
}
if (menuItem > 4)
menuItem = 1;
if (menuItem < 1)
menuItem = 4;
if (_controls.accept())
menuChoosen = true;
}
示例3: Update
public void Update(Controls playerController, GameTime gameTime)
{
//added by chad
if (savingState != SavingState.NotSaving)
{
UpdateSave();
}
if (handleTimer)
{
if (timer > 0)
timer--;
else { step += 1; handleTimer = false; }
if (step > 5)
step = 5;
}
else
{
if (step == 1)
{
liveHandle = true;
if (liquidHeight < (((livePercent / 100f) * 420f)))
{
liquidHeight += 1.0f;
}
else { handleTimer = true; collectiblesHandle = true; timer = 60; }
}
if (step == 2)
{
if (liquidHeight < (((livePercent / 100f) * 420f) + ((collectiblesPercent / 100f) * 420f)))
{
liquidHeight += 1.0f;
}
else { handleTimer = true; scoreHandle = true; timer = 60; }
}
if (step == 3)
{
if (liquidHeight < (((livePercent / 100f) * 420f) + ((collectiblesPercent / 100f) * 420f) + ((scorePercent / 100f) * 420f)))
{
liquidHeight += 1.0f;
}
else { handleTimer = true; killsHandle = true; timer = 60; }
}
if (step == 4)
{
if (liquidHeight < (((livePercent / 100f) * 420f) + ((collectiblesPercent / 100f) * 420f) + ((scorePercent / 100f) * 420f) + ((killPercent / 100f) * 420f)))
{
liquidHeight += 1.0f;
}
else { handleTimer = true; timeHandle = true; timer = 60; }
}
if (step == 5 && lives > 0)
{
if (liquidHeight < (((livePercent / 100f) * 420f) + ((collectiblesPercent / 100f) * 420f) + ((scorePercent / 100f) * 420f) + ((killPercent / 100f) * 420f) + ((timePercent / 100f) * 420f)))
{
liquidHeight += 1.0f;
}
else
if (newHighScoreHandle)
highScoreHandle = true;
}
}
totalPercent = Math.Round((liquidHeight / 420f) * 100f) + "";
if (liveHandle)
liveScoreboard.Update(true);
if (collectiblesHandle)
collectiblesScoreboard.Update();
if (scoreHandle)
scoreScoreboard.Update();
if (killsHandle)
killScoreboard.Update();
if (timeHandle)
timeScoreboard.Update();
if (highScoreHandle)
if(lives == 0)
newHighScore.Update(true, true, true);
else
newHighScore.Update(true, true);
if (playerController.accept() && errorFreeSave)
if (lives == 0)
sameLevel = true;
else
nextLevel = true;
updatePercent = ((liquidHeight*100f) / 420f);
//.........这里部分代码省略.........
示例4: Update
//.........这里部分代码省略.........
level3Pos = new Vector2(2000, 0);
level4Pos = new Vector2(2000, 0);
level5Pos = new Vector2(2000, 0);
level6Pos = new Vector2(2000, 0);
level7Pos = new Vector2(2000, 0);
switch (selected)
{
case 0:
{
level0Size = maxScale;
level0Pos = new Vector2(0, 0);
level1Pos = new Vector2(410, 76);
}
break;
case 1:
{
level1Size = maxScale;
level0Pos = new Vector2(-210, 76);
level1Pos = new Vector2(0, 0);
level2Pos = new Vector2(410, 76);
}
break;
case 2:
{
level2Size = maxScale;
level1Pos = new Vector2(-210, 76);
level2Pos = new Vector2(0, 0);
level3Pos = new Vector2(410, 76);
}
break;
case 3:
{
level3Size = maxScale;
level2Pos = new Vector2(-210, 76);
level3Pos = new Vector2(0, 0);
level4Pos = new Vector2(410, 76);
}
break;
case 4:
{
level4Size = maxScale;
level3Pos = new Vector2(-210, 76);
level4Pos = new Vector2(0, 0);
level5Pos = new Vector2(410, 76);
}
break;
case 5:
{
level5Size = maxScale;
level4Pos = new Vector2(-210, 76);
level5Pos = new Vector2(0, 0);
level6Pos = new Vector2(410, 76);
}
break;
case 6:
{
level6Size = maxScale;
level5Pos = new Vector2(-210, 76);
level6Pos = new Vector2(0, 0);
level7Pos = new Vector2(410, 76);
}
break;
case 7:
{
level7Size = maxScale;
level6Pos = new Vector2(-210, 76);
level7Pos = new Vector2(0, 0);
}
break;
default: break;
}
if (key.accept() && timer == 0)
{
if (selected == 0)
menuChoosen = true;
if (selected == 1 && level0Percent > 0)
menuChoosen = true;
if (selected == 2 && level1Percent > 0)
menuChoosen = true;
if (selected == 3 && level2Percent > 0)
menuChoosen = true;
if (selected == 4 && level3Percent > 0)
menuChoosen = true;
if (selected == 5 && level4Percent > 0)
menuChoosen = true;
if (selected == 6 && level5Percent > 0)
menuChoosen = true;
if (selected == 7 && level6Percent > 0)
menuChoosen = true;
timer = 30;
}
if (timer > 0)
timer--;
}