EDIT: It looks like this behavior of the native alert manifests itself only when IAP returns “Confirm Your In-App Purchase” alert message. It doesn’t seem to do this with other alert messages during the IAP purchase/transaction process. So… it may very well be how IAP is implemented and cannot be easily worked around. Any ideas, thoughts, etc…? (Hey, Peach, maybe this post should be moved to IAP subforum? If so, I’d appreciate your help in moving it. Thx.)
My game has runtime listeners, uses physics, etc., but all (physics objects, runtime listeners, and whatever else is in progress) come to pause (i.e., freeze on screen) when native alert message popups up. It might even be pausing timers (but I cannot be sure.) Is there a simple way to disable this pause? Does native alert have a pause-disable property?
I don’t mind the physics engine pausing, but the real problem is, when the alert pops up right at a time a function is being processed – i.e., when event.phase has already started, but before the event.phase ended. What the function does is, at the event.phase began, it creates runtime listener, and when event.phase ends, it removes the very same runtime listener (using a slight delay with a timer).
After the alert is dismissed, physics engine resumes, and all objects start moving again – but this one object with the runtime listener attached gets stuck in limbo because the event.phase never reaches the end (or, maybe because timer that removes the runtime listener never gets fired)…
I’d so appreciate any tip, hints, suggestions, etc., that may help resolve this. (It would be so awesome if I can simply set the native alert not to freeze everything…)
Naomi [import]uid: 67217 topic_id: 20472 reply_id: 320472[/import]