Any ideas on how to make it? I have a lot of time… I will try anything if it’s reasonable. Anything? Please? I couldn’t find any specific API document on it and I don’t think I could make my own pause button without help. [import]uid: 76200 topic_id: 16259 reply_id: 316259[/import]
Hey Noah,
How you would make a pause button really depends on what your app entails.
If you are using timers to keep track of time passed, scoring, etc, then you’d add a pause/cancel for them in the pause function.
If you are using physics, you would also stop physics within the pause function.
Then in your resume function you would resume/restart the timer(s) and physics.
Make sense?
Peach
[import]uid: 52491 topic_id: 16259 reply_id: 60504[/import]
Oh, yes, thanks! I don’t use timers because quite frankly I didn’t learn how to use them yet. I am using physics though and I get what you’re saying. So basically the pause/resume function could consist of the very simple ‘physics.start()’ and ‘physics.pause’ functions? Golly, I thought it would be much more complicated! Thank you Peach! [import]uid: 76200 topic_id: 16259 reply_id: 60506[/import]
@Peach In case of timers and transitions,must I store all timers and transitions and pause them manually? Isn’t there a easier way to cancel all timers and transitions? [import]uid: 64174 topic_id: 16259 reply_id: 60559[/import]
If you use a Runtime Listener to move your objects around you can add a pause boolean to your logic. When activated things then just stop moving. [import]uid: 10903 topic_id: 16259 reply_id: 60568[/import]
@Noah - If physics is the only thing “going on” in your app then yes, pausing and resuming physics by using [lua]physics.pause()[/lua] and [lua]physics.start()[/lua] 
@Satheesh - Yes you need to keep track of timers and transitions you create.
Peach
[import]uid: 52491 topic_id: 16259 reply_id: 60660[/import]
@Peach
I just found out that there is no transition.pause function 
I found some codes… The transitionManager class, BeebeGames class… But I hate to completely rewrite all my transition code.
Is there any easier way? [import]uid: 64174 topic_id: 16259 reply_id: 62295[/import]
Hey.
As an example, here is my basic pause function from the skateboarding app I’m currently working on.
function pause()
pause = true
pauseButton = display.newImage("pauseButton.png")
pauseButton.x = \_W - pauseButton.contentWidth / 2
pauseButton.y = \_H - pauseButton.contentHeight / 2
pauseButton.rotation = 90
pauseButton.alpha = .75
function pButton(event)
if event.phase == ended then
if pause == true then
local function pauseMenu()
local pMenu = display.newRoundedRect(0, 0, 250, 300, 10)
pMenu.x = \_W / 2
pMenu.y = \_H / 2
pMenu.strokeWidth = 5
pMenu:setFillColor(255,204,0)
pMenu:setStrokeColor(51,51,51)
pMenu.alpha = 0.75
pausegroup:insert(pMenu)
local pauseText = display.newText("Paused.", 20, 0, nil, 30)
pauseText.rotation = 90
pauseText.x = \_W / 2 + \_W / 5
pauseText.y = \_H / 2
pauseText:setTextColor(51,51,51)
local playButton = display.newImage("playButton.png")
playButton.x = \_W / 2 - \_W / 5
playButton.y = \_H / 2 - \_H / 5
pausegroup:insert(pauseButton)
playButton.rotation = 90
local function unPause()
pMenu:removeSelf()
pMenu = nil
pauseText:removeSelf()
pauseText = nil
playButton:removeSelf()
playButton = nil
print("UNPAUSED")
Timer1 = timer.performWithDelay(10,getScore, 0)
physics.start()
end
playButton:addEventListener ("tap", unPause)
end
pauseMenu()
timer.cancel(Timer1)
physics:pause()
print("PAUSED")
end
end
end
pauseButton:addEventListener ("tap", pButton)
end
pButton()
It’s not perfect, but it does the job. Hope it helps. [import]uid: 67933 topic_id: 16259 reply_id: 62374[/import]
Satheesh, transition manager class is good, I expect Beebe’s is too. (I haven’t used it for that but he’s a very smart guy :))
Rewriting small parts of code for the ability to pause transitions - up to you if you want to do it or not - honestly the code people have provided to use is great and very useful, imho.
Peach
[import]uid: 52491 topic_id: 16259 reply_id: 62444[/import]
could you set up two groups of objects AND then pause just one of the groups ?
so you got one object frozen and the other keeps moving ?
I realise that you could possibly “freeze” the object by making it “static”.
but then I want to release it back into being “dynamic”.
Does this sound right ?
[import]uid: 11094 topic_id: 16259 reply_id: 62791[/import]
@spider && Peach Thanks 
@Troynall
Even if I make my object static, its transitions do not pause. [import]uid: 64174 topic_id: 16259 reply_id: 62807[/import]
yes unfortunately
So here is what I did. when the button was pressed, I set the objects transition.to alpha=0, this will make it invisible. I then captured the Y axis coordinate. set the object to nil. and then created a new object at the Y axis from above.
i know it sounds like a hack, but its straight forward and does what is expected. [import]uid: 11094 topic_id: 16259 reply_id: 63061[/import]