Pause and resume

A lot of our recent apps are object orientated and allow many complex elements to interact with each other. However, there is a massive oversight when it comes to a simple task like pausing the play to pop-up a menu.

For example, we have multiple object orientated characters imported into a central scene. Each character is kicking off multiple and simultaneous events. Managing each timer, sprite, transition and audio channel, etc within each character's code to pause on request is nye on impossible without conflict.

From having a stable release of our app, just for this pause menu we've attempted to completely re-write all the code to conform with the pause() documentation for timers, audio channels and sprites.

The app crashes constantly.

The best we can surmise from the 'EXC_BAD_ACCESS' type errors is that it's bad memory management, but without a catch-all solution, managing these events separately is un-workable.

Corona SDK prides itself on it's easy to implement '2-line' code. In that same vein there needs to be something for a task as fundamental to game engine as a pause menu that allows you to isolate a certain section of play (the objects inside a display group for example) so that in 2 lines you can pause and resume it.

Is this too much to ask?

Thanks,

Ashley Davison

+1, we need pause!

Pause is nice to have... +1.

+ 1!
+ 1!
+ 1!

Something like game.pause() would be very handy!

views:1507 update:2011/12/27 8:54:37
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