本文整理汇总了C#中Game1.Quit方法的典型用法代码示例。如果您正苦于以下问题:C# Game1.Quit方法的具体用法?C# Game1.Quit怎么用?C# Game1.Quit使用的例子?那么, 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Game1
的用法示例。
在下文中一共展示了Game1.Quit方法的2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(Game1 game)
{
_frame += Game1.FrameTime / 2f;
if (_frame > 6.28f)
_frame -= 6.28f;
if (TransFrame < 2f)
{
var pFrame = TransFrame;
TransFrame += Game1.FrameTime;
if (TransType == Trans.Buttons)
TransFrame += Game1.FrameTime;
if (pFrame < 1f && TransFrame >= 1f)
{
_levelSel[(int)Level] = SelItem;
Level = TransGoal;
SelItem = _levelSel[(int)Level];
switch (Level)
{
case Level.NewGame:
game.NewGame();
break;
case Level.ResumeGame:
Game1.GameMode = GameModes.Playing;
break;
case Level.EndGame:
MenuMode = MenuMode.Main;
Level = Level.Main;
break;
case Level.Quit:
game.Quit();
break;
}
}
}
for (var i = 0; i < _fog.Length; i++)
{
_fog[i].X -= Game1.FrameTime * (50f + (i % 20 + 2));
_fog[i].Y += Game1.FrameTime * (i % 14 + 5);
if (_fog[i].X < -150f)
{
_fog[i].X = Game1.ScreenSize.X + Rand.GetRandomFloat(150f, 200f);
_fog[i].Y = Game1.ScreenSize.Y - Rand.GetRandomFloat(0f, 300f);
}
}
for (var i = 0; i < _optionFrame.Length; i++)
{
if (SelItem == i)
{
if (_optionFrame[i] < 1f)
{
_optionFrame[i] += Game1.FrameTime * 7f;
if (_optionFrame[i] > 1f)
_optionFrame[i] = 1f;
}
}
else
{
if (_optionFrame[i] > 0f)
{
_optionFrame[i] -= Game1.FrameTime * 4f;
if (_optionFrame[i] < 0f)
_optionFrame[i] = 0f;
}
}
}
PopulateOptions();
if (_totalOptions > 0)
{
if (ControlInput.KeyUpPressed)
{
SelItem = (SelItem + (_totalOptions - 1)) % _totalOptions;
}
else if (ControlInput.KeyDownPressed)
{
SelItem = (SelItem + 1) % _totalOptions;
}
}
var ok = false;
if (TransFrame > 1.9f)
{
if (ControlInput.KeyAttackPressed)
ok = true;
if (ControlInput.KeyStartPressed)
{
if (MenuMode == MenuMode.Main || MenuMode == MenuMode.Dead)
ok = true;
else
Transition(Level.ResumeGame, true);
}
//.........这里部分代码省略.........
示例2: Update
public void Update(Game1 game)
{
frame += Game1.FrameTime / 2f;
if (frame > 6.28f) frame -= 6.28f;
if (transFrame < 2f)
{
float pFrame = transFrame;
transFrame += Game1.FrameTime;
if (transType == Trans.Buttons)
transFrame += Game1.FrameTime;
if (pFrame < 1f && transFrame >= 1f)
{
levelSel[(int)level] = selItem;
level = transGoal;
selItem = levelSel[(int)level];
switch (level)
{
case Level.NewGame:
game.NewGame();
break;
case Level.ResumeGame:
Game1.GameMode = Game1.GameModes.Playing;
break;
case Level.EndGame:
menuMode = MenuMode.Main;
level = Level.Main;
break;
case Level.Quit:
game.Quit();
break;
case Level.HostGame:
Game1.NetPlay.NetConnect.Host();
break;
case Level.JoinGame:
Game1.NetPlay.NetConnect.Find();
break;
case Level.NewArena:
game.NewGame(true);
Game1.NetPlay.NetConnect.NewGame();
break;
}
}
}
for (int i = 0; i < fog.Length; i++)
{
fog[i].X -= Game1.FrameTime * (50f + (float)(i % 20 + 2));
fog[i].Y += Game1.FrameTime * (float)(i % 14 + 5);
if (fog[i].X < -150f)
{
fog[i].X = Game1.ScreenSize.X +
Rand.GetRandomFloat(150f, 200f);
fog[i].Y = Game1.ScreenSize.Y -
Rand.GetRandomFloat(0f, 300f);
}
}
for (int i = 0; i < optionFrame.Length; i++)
{
if (selItem == i)
{
if (optionFrame[i] < 1f)
{
optionFrame[i] += Game1.FrameTime * 7f;
if (optionFrame[i] > 1f) optionFrame[i] = 1f;
}
}
else
{
if (optionFrame[i] > 0f)
{
optionFrame[i] -= Game1.FrameTime * 4f;
if (optionFrame[i] < 0f) optionFrame[i] = 0f;
}
}
}
PopulateOptions();
for (int i = 0; i < 4; i++)
{
GamePadState gs = GamePad.GetState((PlayerIndex)i);
if (totalOptions > 0)
{
if ((gs.ThumbSticks.Left.Y > 0.3f &&
oldState[i].ThumbSticks.Left.Y <= 0.3f) ||
(gs.DPad.Up == ButtonState.Pressed &&
oldState[i].DPad.Up == ButtonState.Released))
{
selItem = (selItem + (totalOptions - 1)) % totalOptions;
}
if ((gs.ThumbSticks.Left.Y < -0.3f &&
oldState[i].ThumbSticks.Left.Y >= -0.3f) ||
(gs.DPad.Down == ButtonState.Pressed &&
oldState[i].DPad.Down == ButtonState.Released))
{
selItem = (selItem + 1) % totalOptions;
//.........这里部分代码省略.........