Yep, that’s how I’m currently doing it, but when I remove listeners the app is still running at 30 fps which is ostensibly still eating up battery life.
Right now I use a scene manager that essentially wraps a top level group of ‘scenes’ which are themselves also just groups of layers which are just groups of game objects etc. When my pause button is hit an event is fired that runs a ‘pause’ method on all of my scenes and then moves a pause scene to the front of the group, which is given focus.
There’s also a lot of general cleanup to handle when pausing and resuming such as disabling hit tests and removing all listeners, stopping movie clips, transitions, etc.
I think timers, sprite animations and transitions all use the enterFrame event so it’s not actually clear to me how you would trivially resume those with just removing the enterFrame listener from a display object and reattaching it.
My scene manager does basically what I need at the moment, but my main concern was reducing battery usage when I’m not doing any simulations and just waiting for one of x buttons to be pressed.
Is there a better way of doing this? How would you go about resuming transitions etc without keeping state and simply restarting them where they left off? [import]uid: 70 topic_id: 349 reply_id: 563[/import]