Difference between revisions of "love.event.quit"
(Created page) |
m |
||
Line 27: | Line 27: | ||
== Function == | == Function == | ||
{{newin|[[0.10.2]]|102|type=variant}} | {{newin|[[0.10.2]]|102|type=variant}} | ||
− | Restarts the game without relaunching the executable. | + | Restarts the game without relaunching the executable. This cleanly shuts down the main Lua state instance and creates a brand new one. |
=== Synopsis === | === Synopsis === | ||
<source lang="lua"> | <source lang="lua"> |
Revision as of 20:27, 31 October 2016
Available since LÖVE 0.8.0 |
This function is not supported in earlier versions. |
Adds the quit event to the queue.
The quit event is a signal for the event handler to close LÖVE. It's possible to abort the exit process with the love.quit callback.
Contents
Function
Synopsis
love.event.quit( )
Arguments
None.
Returns
Nothing.
Function
Available since LÖVE 0.10.0 |
This variant is not supported in earlier versions. |
Synopsis
love.event.quit( exitstatus )
Arguments
number exitstatus (0)
- The program exit status to use when closing the application.
Returns
Nothing.
Function
Available since LÖVE 0.10.2 |
This variant is not supported in earlier versions. |
Restarts the game without relaunching the executable. This cleanly shuts down the main Lua state instance and creates a brand new one.
Synopsis
love.event.quit( "restart" )
Arguments
string "restart"
- Tells the default love.run to exit and restart the game without relaunching the executable.
Returns
Nothing.
Example
function love.keypressed(k)
if k == 'escape' then
love.event.quit()
end
end
See Also
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info