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C# Game.Exit方法代码示例

本文整理汇总了C#中Microsoft.Xna.Framework.Game.Exit方法的典型用法代码示例。如果您正苦于以下问题:C# Game.Exit方法的具体用法?C# Game.Exit怎么用?C# Game.Exit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Microsoft.Xna.Framework.Game的用法示例。


在下文中一共展示了Game.Exit方法的15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 override void Update(GameTime gameTime, Game game)
 {
     if (jouer.isCliked)
     {
         SceneManager.Instance.AddScene(new PhysicsScene());
     }
     else if (option.isCliked)
     {
         Console.WriteLine("option");
     }
     else if (quitter.isCliked)
     {
         game.Exit();
     }
     jouer.Update(gameTime);
     option.Update(gameTime);
     quitter.Update(gameTime);
     base.Update(gameTime,game);
 }
开发者ID:Woktopus,项目名称:Acllacuna,代码行数:19,代码来源:MenuScene.cs

示例2: InGameMenu

 public InGameMenu(Vector2 position, Vector2 size, Game game)
     : base(position, size, ContentInterface.LoadTexture("UITest"), ContentInterface.LoadTexture("UITest"))
 {
     Button button = new Button(this, new Vector2(60, 210), new Vector2(80, 40), Content.ContentInterface.LoadTexture("UITest"),
     delegate { game.Exit(); },
     "Exit");
     AddChild(button);
     button = new Button(this, new Vector2(20, 30), new Vector2(160, 40), Content.ContentInterface.LoadTexture("UITest"),
     delegate { Console.WriteLine("Test1"); },
     "Testbutton1");
     AddChild(button);
     button = new Button(this, new Vector2(20, 90), new Vector2(160, 40), Content.ContentInterface.LoadTexture("UITest"),
     delegate { Console.WriteLine("Test2"); },
     "Testbutton2");
     AddChild(button);
     button = new Button(this, new Vector2(20, 150), new Vector2(160, 40), Content.ContentInterface.LoadTexture("UITest"),
     delegate { Console.WriteLine("Test3"); },
     "Testbutton3");
     AddChild(button);
 }
开发者ID:MyEyes,项目名称:Igorr,代码行数:20,代码来源:InGameMenu.cs

示例3: MainPageViewModel

        public MainPageViewModel(INavigationService n)
        {
            // XNA stuff for media control
            GameTimer gameTimer = new GameTimer();
            gameTimer.UpdateInterval = TimeSpan.FromMilliseconds(33);
            gameTimer.Update += delegate { try { FrameworkDispatcher.Update(); } catch { } };
            gameTimer.Start();

            // navigation service
            this.navigationService = n;

            // event handlers
            MediaPlayer.ActiveSongChanged += new EventHandler<EventArgs>(SongChanged);
            MediaPlayer.MediaStateChanged += new EventHandler<EventArgs>(StateChanged);

            FrameworkDispatcher.Update();

            currentAccentColorHex = (System.Windows.Media.Color)Application.Current.Resources["PhoneAccentColor"];

            if ((Application.Current as App).IsTrial)
            {
                if (Microsoft.Phone.Net.NetworkInformation.NetworkInterface.NetworkInterfaceType ==
                        Microsoft.Phone.Net.NetworkInformation.NetworkInterfaceType.None)
                {
                    MessageBox.Show(AppResources.NetworkUnavailable);

                    Game game = new Game();
                    game.Exit();
                }
            }
            
            if (MediaPlayer.GameHasControl)
            {
                MessageBox.Show(AppResources.TurnMusicOnLongWP7);
                IsEnabled = false;
            }
            else
            {
                IsEnabled = true;
                NextSongBackground = currentAccentColorHex.ToString();

                UpdateView();
            }
            
            
        }
开发者ID:kkoscielniak,项目名称:car_audio,代码行数:46,代码来源:MainPageViewModel.cs

示例4: HandleInput

        public void HandleInput(GameTime gameTime, InputState intouches, Game game)
        {
            Vector2 releasePt;
            Vector2 touchPt = intouches.TouchState.GetTouchPt(out releasePt);
            const int itemHeight  = 40;
            var itemRect = new Rectangle(0, 260, 800, itemHeight);

            int touchedEntry = -1;

            const int numMenuItems = 5;

            for (int menuItem = 0; menuItem < numMenuItems; menuItem++) {
                if (releasePt.X >= itemRect.Left && releasePt.X <= itemRect.Right &&
                    releasePt.Y >= (itemRect.Top + menuItem*itemHeight) && releasePt.Y <= (itemRect.Bottom + menuItem*itemHeight))
                {
                    touchedEntry = menuItem;
                    break;
                }
            }

            if (touchedEntry != -1) {
                Invasion.Option = touchedEntry;

                switch (Invasion.Option) {
                    case 0: // Play Game Menu Item
                        Invasion.currentScreen = GameplayScreen;
                        Invasion.SetupNewGame();

                        var menuSoundEffect = this.menuSoundEffect;
                        SoundManager.Instance.Play(menuSoundEffect);
                        break;

                    case 1: // Options Menu Item
                        Invasion.currentScreen = OptionsScreen;
                        Invasion.DelayStart = Environment.TickCount;
                        break;

                    case 2: // Credits Menu Item
                        Invasion.currentScreen = CreditsScreen;
                        Invasion.DelayStart = Environment.TickCount;
                        break;

                    case 3: // Help Menu Item
                        Invasion.currentScreen = HelpScreen;
                        ExtrasManager.Instance.Reset();

                        for (int iExtra = 0; iExtra < Extra.NumExtraTypes; iExtra++) {
                            Debug.WriteLine("Setting up iExtra = " + iExtra + ", Extra = " + (Extra.ExtraType)(iExtra));
                            Vector2 extraPos = new Vector2(240, HelpScreen.HelpScreenExtrasFirstRowY+HelpScreen.HelpScreenExtrasLineSpacing*iExtra);
                            Extra extra = new Extra(game, extraPos, (Extra.ExtraType)(iExtra));
                            ExtrasManager.Instance.Add(extra);
                        }

                        Invasion.DelayStart = Environment.TickCount;
                        //Debug.WriteLine("delayOffset = " + delayOffset + ", delayStart = " + delayStart);
                        break;

                    case 4: // Quit Menu Item Exits the Game
                        game.Exit();
                        break;
                }
            }
            else {
                for (int menuItem = 0; menuItem < numMenuItems; menuItem++) {

                    if (touchPt.X >= itemRect.Left && touchPt.X <= itemRect.Right &&
                        touchPt.Y >= (itemRect.Top + menuItem*itemHeight) && touchPt.Y <= (itemRect.Bottom + menuItem*itemHeight))
                    {
                        touchedEntry = menuItem;
                        break;
                    }
                }

                if (touchedEntry != -1) {
                    Invasion.Option = touchedEntry;
                }
            }
        }
开发者ID:donbing,项目名称:Invasion-Game,代码行数:78,代码来源:MainMenuScreen.cs

示例5: HandleBackButton

 public override void HandleBackButton(Game game)
 {
     game.Exit();
 }
开发者ID:donbing,项目名称:Invasion-Game,代码行数:4,代码来源:MainMenuScreen.cs

示例6: updateKeyboard

        public byte updateKeyboard(Game leJeu, KeyboardState etatClavier)
        {
            KeyboardState etatActuel = etatClavier;

            if (statutKeyboard.enter(etatActuel))
            {
                switch (position)
                {
                    case 0:
                        // code du newgame
                        return 1;
                    case 1:
                        // code du loadgame
                        return 2;
                    case 2:
                        // code du settings
                        return 3;
                    case 3:
                        // code du quit
                        leJeu.Exit();
                        break;
                }
            }

            if (statutKeyboard.moveDown(etatClavier))
            {
                if (!delais.IsRunning)
                {
                    delais.Start();
                    if (position < 3)
                    {
                        position++;
                    }
                    else
                    {
                        position = 0;
                    }
                }
                else if (delais.Elapsed.Milliseconds >= 175)
                {
                    delais.Stop();
                    delais.Reset();
                    if (position < 3)
                    {
                        position++;
                    }
                    else
                    {
                        position = 0;
                    }
                    delais.Start();
                }
            }

            if (statutKeyboard.moveUp(etatClavier))
            {
                if (!delais.IsRunning)
                {
                    delais.Start();
                    if (position == 0)
                    {
                        position = 3;
                    }
                    else
                    {
                        position--;
                    }
                }
                else if (delais.Elapsed.Milliseconds >= 175)
                {
                    delais.Stop();
                    delais.Reset();
                    if (position == 0)
                    {
                        position = 3;
                    }
                    else
                    {
                        position --;
                    }
                    delais.Start();
                }
            }

            return 0;
        }
开发者ID:Nephew,项目名称:mario_game_java,代码行数:86,代码来源:Menu.cs

示例7: HandleKeyboard

        /// <summary>
        /// Handle Keyboard - temporary unit WSAD movement and Animation swap
        /// </summary>
        public static void HandleKeyboard(Player player, Game game, GraphicsDevice device)
        {
            foreach (Unit unit in player.UnitList)
            {
                unit.lastPosition = unit.Position;

                if (unit.selected)
                {
                    if (currentKeyboardState.IsKeyDown(Keys.W))
                    {

                        unit.Position.Z -= 0.1f;
                        unit.Rotation.Y = MathHelper.ToRadians(180);
                    }
                    if (currentKeyboardState.IsKeyDown(Keys.S))
                    {

                        unit.Position.Z += 0.1f;
                        unit.Rotation.Y = MathHelper.ToRadians(360);
                    }
                    if (currentKeyboardState.IsKeyDown(Keys.A))
                    {

                        unit.Position.X -= 0.1f;
                        unit.Rotation.Y = MathHelper.ToRadians(270);
                    }
                    if (currentKeyboardState.IsKeyDown(Keys.D))
                    {
                        unit.Position.X += 0.1f;
                        unit.Rotation.Y = MathHelper.ToRadians(90);
                    }
                    if (currentKeyboardState.IsKeyDown(Keys.Z))
                    {
                        player.Souls += 100;
                    }

                }
                // Allows the game to exit
                if (currentKeyboardState.IsKeyDown(Keys.Escape) && oldKeyboardState.IsKeyUp(Keys.Escape))
                    game.Exit();

                if (currentKeyboardState.IsKeyDown(Keys.F1))
                {
                    DefferedRenderer.lightIntensity += 0.01f;
                }
                if (currentKeyboardState.IsKeyDown(Keys.F2))
                {
                    DefferedRenderer.lightIntensity -= 0.01f;
                }
            }
        }
开发者ID:patrykos91,项目名称:Laikos,代码行数:54,代码来源:Input.cs

示例8: RunLoop


//.........这里部分代码省略.........
							}
						}

						// Window Move
						else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_MOVED)
						{
							/* Apparently if you move the window to a new
							 * display, a GraphicsDevice Reset occurs.
							 * -flibit
							 */
							int newIndex = SDL.SDL_GetWindowDisplayIndex(
								game.Window.Handle
							);
							if (newIndex != displayIndex)
							{
								displayIndex = newIndex;
								game.GraphicsDevice.Reset(
									game.GraphicsDevice.PresentationParameters,
									GraphicsAdapter.Adapters[displayIndex]
								);
							}
						}

						// Mouse Focus
						else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_ENTER)
						{
							SDL.SDL_DisableScreenSaver();
						}
						else if (evt.window.windowEvent == SDL.SDL_WindowEventID.SDL_WINDOWEVENT_LEAVE)
						{
							SDL.SDL_EnableScreenSaver();
						}
					}

					// Controller device management
					else if (evt.type == SDL.SDL_EventType.SDL_CONTROLLERDEVICEADDED)
					{
						INTERNAL_AddInstance(evt.cdevice.which);
					}
					else if (evt.type == SDL.SDL_EventType.SDL_CONTROLLERDEVICEREMOVED)
					{
						INTERNAL_RemoveInstance(evt.cdevice.which);
					}

					// Text Input
					else if (evt.type == SDL.SDL_EventType.SDL_TEXTINPUT && !INTERNAL_TextInputSuppress)
					{
						string text;

						// Based on the SDL2# LPUtf8StrMarshaler
						unsafe
						{
							byte* endPtr = evt.text.text;
							while (*endPtr != 0)
							{
								endPtr++;
							}
							byte[] bytes = new byte[endPtr - evt.text.text];
							Marshal.Copy((IntPtr) evt.text.text, bytes, 0, bytes.Length);
							text = System.Text.Encoding.UTF8.GetString(bytes);
						}

						if (text.Length > 0)
						{
							TextInputEXT.OnTextInput(text[0]);
						}
					}

					// Quit
					else if (evt.type == SDL.SDL_EventType.SDL_QUIT)
					{
						game.RunApplication = false;
						break;
					}
				}
				// Text Input Controls Key Handling
				if (INTERNAL_TextInputControlDown[0] && INTERNAL_TextInputControlRepeat[0] <= Environment.TickCount)
				{
					TextInputEXT.OnTextInput((char) 8);
				}
				if (INTERNAL_TextInputControlDown[1] && INTERNAL_TextInputControlRepeat[1] <= Environment.TickCount)
				{
					TextInputEXT.OnTextInput((char) 9);
				}
				if (INTERNAL_TextInputControlDown[2] && INTERNAL_TextInputControlRepeat[2] <= Environment.TickCount)
				{
					TextInputEXT.OnTextInput((char) 13);
				}
				if (INTERNAL_TextInputControlDown[3] && INTERNAL_TextInputControlRepeat[3] <= Environment.TickCount)
				{
					TextInputEXT.OnTextInput((char) 22);
				}

				Keyboard.SetKeys(keys);
				game.Tick();
			}

			// We out.
			game.Exit();
		}
开发者ID:clarvalon,项目名称:FNA,代码行数:101,代码来源:SDL2_FNAPlatform.cs

示例9: Update

        public void Update(GameTime gameTime, Game game)
        {
            MouseState mouse = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();
            GamePadState gamepad = GamePad.GetState(PlayerIndex.One, GamePadDeadZone.None);

            switch (CurrentGameState)
            {
                case GameState.SplashScreen:
                    if (keyboard.IsKeyDown(Keys.Space) || m_ButtonSpace.isClicked == true || gamepad.IsButtonDown(Buttons.Start))
                    {
                        currentGameState = GameState.MainMenu;
                    }
                    m_ButtonSpace.Update(mouse);
                    break;

                case GameState.MainMenu:
                    if (m_ButtonPlay.isClicked == true || gamepad.IsButtonDown(Buttons.A) && m_ButtonDown == false)
                    {
                        m_ButtonDown = true;
                      //  Level.loadLevel(0);

                        currentGameState = GameState.Game;
                    }
                    else if (gamepad.IsButtonUp(Buttons.A))
                    {
                        m_ButtonDown = false;
                    }
                    m_ButtonPlay.Update(mouse);
                    if (m_ButtonCredits.isClicked == true || gamepad.IsButtonDown(Buttons.X) && m_ButtonDown == false)
                    {
                        m_ButtonDown = true;
                        currentGameState = GameState.Credits;
                    }
                    else if (gamepad.IsButtonUp(Buttons.X))
                    {
                        m_ButtonDown = false;
                    }
                    m_ButtonCredits.Update(mouse);
                    if (m_ButtonLevelSelect.isClicked == true || gamepad.IsButtonDown(Buttons.Y) && m_ButtonDown == false)
                    {
                        m_ButtonDown = true;
                        currentGameState = GameState.LevelSelect;
                    }
                    else if (gamepad.IsButtonUp(Buttons.Y))
                    {
                        m_ButtonDown = false;
                    }
                    m_ButtonLevelSelect.Update(mouse);
                    if (m_ButtonExit.isClicked == true || gamepad.IsButtonDown(Buttons.Back) && m_ButtonDown == false)
                    {
                        m_ButtonDown = true;
                        game.Exit();
                    }
                    else if (gamepad.IsButtonUp(Buttons.Back))
                    {
                        m_ButtonDown = false;
                    }
                    m_ButtonExit.Update(mouse);
                    break;

                case GameState.Credits:
                    if (m_ButtonBack.isClicked == true || gamepad.IsButtonDown(Buttons.B) && m_ButtonDown == false)
                    {
                        m_ButtonDown = true;
                        CurrentGameState = GameState.MainMenu;
                    }
                    else if (gamepad.IsButtonDown(Buttons.B))
                    {
                        m_ButtonDown = false;
                    }
                    m_ButtonBack.Update(mouse);
                    break;

                case GameState.LevelSelect:
                    if (m_LevelOne.isClicked == true || gamepad.IsButtonDown(Buttons.A) && m_ButtonDown == false)
                    {
                        m_ButtonDown = true;
                        Level.loadLevel(0);
                        CurrentGameState = GameState.Game;
                    }
                    else if (gamepad.IsButtonDown(Buttons.A))
                    {
                        m_ButtonDown = false;
                    }
                    m_LevelOne.Update(mouse);
                    if (m_LevelTwo.isClicked == true || gamepad.IsButtonDown(Buttons.X) && m_ButtonDown == false)
                    {
                        m_ButtonDown = true;
                        Level.loadLevel(1);
                        CurrentGameState = GameState.Game;
                    }
                    m_LevelTwo.Update(mouse);
                    if (m_LevelThree.isClicked == true || gamepad.IsButtonDown(Buttons.Y) && m_ButtonDown == false)
                    {
                        m_ButtonDown = true;
                        Level.loadLevel(2);
                        CurrentGameState = GameState.Game;
                    }
                    m_LevelThree.Update(mouse);
//.........这里部分代码省略.........
开发者ID:ZaikMD,项目名称:TaleOfTwoHorns,代码行数:101,代码来源:ScreenManager.cs

示例10: Update

        public int Update(Game g)
        {
            keystate = Keyboard.GetState();

              if (keystate.IsKeyDown(Keys.R) && prevKeystate.IsKeyUp(Keys.R))
              {
            return 2;
              }

              else if (keystate.IsKeyDown(Keys.M) && prevKeystate.IsKeyUp(Keys.M))
              {
            return 0;
              }

              else if (keystate.IsKeyDown(Keys.E))
              {
            g.Exit();
              }

              prevKeystate = keystate;
              return 4;
        }
开发者ID:EricMeissner,项目名称:BlackHoleLoans,代码行数:22,代码来源:OWMenu.cs

示例11: backroungWorker_DoWork

        void backroungWorker_DoWork(object sender, DoWorkEventArgs e)
        {
            try
            {
                Deployment.Current.Dispatcher.BeginInvoke(() =>
                {
                    //On regarde si c'est le premier lancement
                    var store = IsolatedStorageFile.GetUserStoreForApplication();

                    if (!store.FileExists("firstRunVictor.txt"))
                    {
                        //Création du fichier
                        if (MessageBox.Show("Before to use the game, you must accept the terms of the agreement", "License Agreement", MessageBoxButton.OKCancel) == MessageBoxResult.OK)
                        {
                            //On met à jour l'acceptation des licenses
                            using (var stream = store.OpenFile("firstRunVictor.txt", FileMode.Create))
                            {
                                StreamWriter writer = new StreamWriter(stream);
                                writer.Write(true);
                                writer.Close();
                            }

                            Init.InitBDD();
                        }
                        //On quitte l'application
                        else
                        {
                            Game game = new Game();
                            game.Exit();
                        }
                    }
                });
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.Message, "Erreur", MessageBoxButton.OK);
            }
        }
开发者ID:Branlute,项目名称:victor,代码行数:38,代码来源:MainPage.xaml.cs

示例12: OnBackKeyPress

 protected override void OnBackKeyPress(CancelEventArgs e)
 {
     base.OnBackKeyPress(e);
     Game game = new Game();
     game.Exit();          
 }
开发者ID:Branlute,项目名称:victor,代码行数:6,代码来源:MainPage.xaml.cs

示例13: CreateEscKey

 //simple method to allow the Escape key to act as an exit method;
 //The reason for making all of these "utility" methods in classes is to allow for easy code distribution
 //once the game really gets going
 //****Pre: Must be added in Update() method as it is currently written-> make event later
 public void CreateEscKey(Game GameArg)
 {
     if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Escape))
         GameArg.Exit();
 }
开发者ID:schuylermartin45,项目名称:LHS-The-Video-Game,代码行数:9,代码来源:ScreenUtility.cs

示例14: Execute

 public override void Execute(Game game, ISceneRouter router)
 {
     game.Exit();
 }
开发者ID:davidwhitney,项目名称:ElectricHead.GameVc,代码行数:4,代码来源:Exit.cs

示例15: AudioEngine

        private bool throwExceptions = false; // Should this class throw exceptions?

        #endregion Fields

        #region Constructors

        /// <summary>
        /// Initialize audio engine
        /// </summary>
        /// <param name="instance">The instance of the game</param>
        public AudioEngine(Game instance)
        {
            // Initialize Bass.Net
            // Returning false means Bass did not start
            if (StartBassNet() == false)
            {
                // Display a warning to the user that Bass did not start and there is no sound
                DialogResult result = MessageBox.Show("Warning, pressing OK may result in no sound and/or unforeseen events. Press cancel to close the program",
                    "Bass failed to start", MessageBoxButtons.OKCancel, MessageBoxIcon.Error);

                // If the user does not wish to continue, exit the game
                if (result == DialogResult.Cancel)
                {
                    instance.Exit();
                }
            }
        }
开发者ID:DevHalo,项目名称:CStrike2D,代码行数:27,代码来源:AudioEngine.cs


注:本文中的Microsoft.Xna.Framework.Game.Exit方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。