Hi, In my game I’ve added a function to pause the whole app.
Here How it looks like:
[lua]
–PAUSE
local pauseBTN = display.newImage(“immagini/pause.png”)
pauseBTN.x = _W/2 + 145
pauseBTN.y = _H/2 + 270
pauseBTN.xScale = 2
pauseBTN.yScale = 2
localGroup:insert(pauseBTN)
local function pause()
local pauseText = display.newText(“Game Paused”, _W/2-120, _H/2-100, “PUSAB”, 26)
pauseText:setReferencePoint(display.CenterReferencePoint);
pauseText:setTextColor(255, 255, 0)
local tapToReplayText = display.newText(“Tap to resume”, _W/2 - 105, _H/2-50, “PUSAB”, 20)
tapToReplayText:setReferencePoint(display.CenterReferencePoint);
tapToReplayText:setTextColor(255, 255, 0)
physics:pause()
bgSpeed = bgSpeed-1
coinSpeed = coinSpeed-1
timer.pause(myTimer)
timer.pause(tmr)
local fade1 = display.newImage(“immagini/fade.png”)
fade1.alpha = 0.01
localGroup:insert(fade1)
local function resume()
physics.start()
bgSpeed = 1
coinSpeed = 1
timer.resume(myTimer)
timer.resume(tmr)
fade1:removeSelf()
pauseText:removeSelf()
tapToReplayText:removeSelf()
end
fade1:addEventListener(“touch”, resume)
end
pauseBTN:addEventListener(“touch”, pause)
[/lua]
My game is quite similar to Doodle Jump, but there are coins that falls from the top to the bottom of the screen and they are meant to be collected by the player.
The problem is that when I tap on the “pauseBTN” (which is the pause button) the whole game become paused, but coins still falling and if I tap the pause button again, they finally stop.
I can’t explain why. Could you help me?
Thanks