September 21, 2016 at 7:27 pm #156049
During my book I have many things moving both with Timers and the scene timeline. If the user wants to Pause the page to continue later, they have the option of taking a picture of the current screen, restarting, or going to home scene.
However, when I use PauseOrUnpausePage it pauses the whole page (which is what I want) but I need to still access the navigation buttons (Home, Back, Next, Take Picture) which are not active until I PauseOrUnpausePage.
How can I pause the page and still access elements?
September 24, 2016 at 7:55 am #156120
Yeah, thats a tricky one Sprite Kit pauses the entire scene including all children. One option would be to go into the code and add in self.pause = false in areas you want to force the unpause.
Any of the event names are really easy to find in the code, because you can search in quotes for them. For example, “Pause”. So whatever events your Back or Next button calls, just add in self.pause = false in that block of code and you should be good.
That line won’t affect the scene if its not paused.
September 29, 2016 at 3:05 pm #156415
I tried to set the node to false in the PauseOrUnpausePage code but no action allowed to continue while in the page is paused. Only after I set self.isPaused = false will the page allow any actions.
I’ve tried a few different ways and still not working. I think I will have to avoid the use of PauseOrUnpausePage and place all pause and unpause in each page.
How are others using this feature? I know games pause the view and can have a few options to press. Could it be that they go to a different page where they pause the current scene then open a different page then do navigation from there?
September 30, 2016 at 5:37 pm #156475
Found a way to do this. I added code for a PausePage and UnpausePage where I set self.isPaused = false, then add the UnpausePage in the Plist when I call the TouchEvent.
Works like a charm!
I’d still like to know how others are setting a pause/play/replay/home navigation scene.
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