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My question is to look for design solution for pause/resume states (including all data info, which need save ) during cocos2d game.

Including following cases, but not limited:

1). User choose quit, then pop out one dialog for user to choose " quit directly", " pause " ;

2). Someone call in , pop out dialog for user to choose "quit " or " pause " game.

If choose "pause", everything which deserve saving, should be saved. Just like PC games do.

I know Director provides "pause" , "resume " , is that okay for this task ?

Thanks for anyone clues or comments.

Welcome for further discussing via email : [email protected]

1 Answer 1

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Here is a good example:

To pause:

- (void) applicationDidEnterBackground:(UIApplication *)application { [[CCDirector sharedDirector] stopAnimation]; [[CCDirector sharedDirector] pause]; } - (void)applicationWillResignActive:(UIApplication *)application { [[CCDirector sharedDirector] stopAnimation]; [[CCDirector sharedDirector] pause]; } 

When resuming:

- (void)applicationDidBecomeActive:(UIApplication *)application { [[CCDirector sharedDirector] stopAnimation]; // call this to make sure you don't start a second display link! [[CCDirector sharedDirector] resume]; [[CCDirector sharedDirector] startAnimation]; } 
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1 Comment

+1 Good Answer - For people looking for more details out this link (it helped me): pocketworx.com/?p=182

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