Problem with timer.pause() and timer.resume()?

I’m totally baffled here.

I’ve got a timer that keeps spawning monsters as long as there are monsters left in an array to spawn.

Obviously, if the player pauses the game, I want this timer to pause. Pausing physics was cake, but now that I’ve come back around to cleaning some stuff up… I can’t get the timer to pause/resume?

Basically in the onTouch for the pause button this happens:

if gameIsActive then  
 gameIsActive = false  
 if monsterTimer then timer.pause(monsterTimer); end  
 physics.pause()  
else  
 gameIsActive = true  
 physics.start()  
 --resume everything  
 if monsterTimer then   
 print("resuming monster timer")  
 timer.resume(monsterTimer)  
 end  
end  

There are a lot of other timers that I’m also attempting to pause, but NONE of them work. As you can imagine, all hell breaks loose when you unpause the game… and a lot of unexpected behavior.

I added the print to make sure that it was being called (and it is) but it doesn’t seem to do ANYTHING. Nothing. It just stops spawning monsters.

The timer.pause definitely works because I don’t end up with a screen full of monsters (like I used to) when I unpause the game… but resume seems busted.

I haven’t read anyone with problems with this, so I’m at a complete loss. Would love some help! [import]uid: 37122 topic_id: 16877 reply_id: 316877[/import]

This is still only a feature in daily builds and we’re aware that it currently has some issues. (You can see the case in FogBugz.)

Peach [import]uid: 52491 topic_id: 16877 reply_id: 63235[/import]

Well dang… that explains it! That’s what I get for being on the cutting edge! =P

I thought I was doing something wrong this whole time and couldn’t wrap my head around it. [import]uid: 37122 topic_id: 16877 reply_id: 63370[/import]

Glad to clear up that it wasn’t a user error :wink: [import]uid: 52491 topic_id: 16877 reply_id: 63705[/import]