开发者

When pausing a layer in cocos2d menu doesn't respond?

I was trying to create a gameover screen. It would create a new layer and place it on top of the current game layer and have a menu which would allow you to go home. But the menu doesn't respond after I pause all actions, any way around this? Thanks!

 //Pause all actions
    [[CCDirector share开发者_如何学GodDirector] pause];

    //Create new black layer
    CCLayerColor *gameover = [CCLayerColor layerWithColor:ccc4(0, 0, 0, 75)];
    [self addChild:gameover z:1];

    //add menu
    CCMenuItemFont *item1 = [CCMenuItemFont itemFromString:@"Continue" target:self selector:@selector(goToMainMenu)];
    CCMenu *menu = [CCMenu menuWithItems:item1, nil];
    [gameover addChild:menu z:110];

EDIT: I am trying to create a transparent layer on top


Pausing the shared director pauses everything... I just asked this yesterday:

Is there anyway to have a the menu work even when I pause the game?

You can do what the guy did and also another method I found which was just inactivating all your scheduled selectors (i.e. [self unschedule:@selector(gameLogicLoop:)];)

And then you can reschedule the stuff after you are done clicking the menu ([self schedule:@selector(gameLogicLoop:)];).


I just wrapped everything in a BOOL and it worked fine for me.

BOOL paused;

-(void)goToMainMenu
{
    if (paused == YES)
    {
         [[CCDirector sharedDirector] replaceScene:[MainMenu scene]];
    }
}

-(void)gameOver
{
    paused = YES;
    [[CCDirector sharedDirector] pause]];
}

-(id) init
{
    if((self=[super init]))
    {
       paused = NO;
       [self gameOver];
    }
    return self;
}

EDIT:

Why are you adding the CCMenu to the CCLayerColor? Just add it to the CCLayer.

[self addChild:menu];

Hope this helps!


-(void)MenuStatus:(BOOL)_enable Node:(id)_node
{
    for (id result in ((CCNode *)_node).children) {
        if ([result isKindOfClass:[CCMenu class]]) {
            for (id result1 in ((CCMenu *)result).children) {
                if ([result1 isKindOfClass:[CCMenuItem class]]) {
                    ((CCMenuItem *)result1).isEnabled = _enable;
                }
            }
        }
        else
            [self MenuStatus:_enable Node:result];
    }
}

and then Call like

[self MenuStatus:YES Node:self]; //YES to Enable or NO to Disable the layer specified


  CCSprite *background = [CCSprite spriteWithFile:@"background3.png"];
    //[background initWithFile:@"background3.png"];
    [background setPosition:ccp(screenSize.width/2, screenSize.height/2)];
    [self addChild:background z:1];
    [background setOpacity:420];

To make it FadeIn, this should work:

 CCLayerColor _shadowLayer = [CCLayerColor layerWithColor: ccc4(0,0,0, 0)];
[_shadowLayer setContentSize: CGSizeMake(_winSize.width, _winSize.height)];

_shadowLayer.anchorPoint = ccp(0.0f, 0.0f); 
_shadowLayer.position = ccp(0, 0);

[self addChild: _shadowLayer];

[_shadowLayer runAction: [CCFadeTo actionWithDuration:1.5f opacity:100]];


You can also get what you want by the following approach

-(void) pause:(ccTime)dt
{
    NSLog(@"Pausing");
    CCDirector *director = [CCDirector sharedDirector];
    self.pausedTargets = [director.actionManager pauseAllRunningActions];
}

-(void) resume:(ccTime)dt
{
    NSLog(@"Resuming");
    CCDirector *director = [CCDirector sharedDirector];
    [director.actionManager resumeTargets:self.pausedTargets];
}
0

上一篇:

下一篇:

精彩评论

暂无评论...
验证码 换一张
取 消

最新问答

问答排行榜