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.
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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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