Menu implementation with composer, or something else?

Hello, I’m working on a new game, say, in a pokemon style. So we have a world-scene. In this world, there is a pauze button, whichs shows the pause menu when pressed. In this pausemenu, there are several submenus, eg the FAQ. Then, in this FAQ menu, there are also sub-menus, for example movement and catching pokemon.

I’m thinking of implementing this with scenes and the composer, but since there is only one overlay possible with the composer, every sub-menu should either be an overlay over the world-scene, or we just use gotoScene(menu), and the world is then hidden.

But if we do that, the gamestate wouyld be lost (?), and I need to do a save and a load of the gamestate, to restore the world-scene to the state it was when the menu was activated.

This seems rather complicated, so I was wondering if other people have found a way to implement menus like this, or if this is the best method to go with?

Thanks for any help :slight_smile:

Saving the game state isn’t terribly difficult.  If you use a scene manager like Composer, then when you goto your menu scene, just stop your timers, transitions, and music/sounds and pause your physics before going to your menu scene.  Then when you go back to your game scene, resume all of those things.

Rob

Saving the game state isn’t terribly difficult.  If you use a scene manager like Composer, then when you goto your menu scene, just stop your timers, transitions, and music/sounds and pause your physics before going to your menu scene.  Then when you go back to your game scene, resume all of those things.

Rob