I have been developing by game for some time now and I am now trying to code in a pause menu. I have been looking through forums and videos but i still do not understand how to implement in a pause menu. I have a little pause button in the top left corner which i want to click to pause. Then it to overlay a menu, such as changing the z position of items so they are now visible. And then there be buttons such as resume and main menu which respectively do what they are called. I am still quite new to coding so any help would be appreciated. I am working with falling objects and a moving player so if i need to freeze them all, then unfreeze once resumed that might be a solution I am not sure. Thanks :D
I've tried various ways to do this, but not found a satisfactory method that works for any app/game. A lot of it will depend on how your game works. As a starting point, you probably need to look at someway of pausing the SKScene - this should halt a lot of the animation (but you may have to do extra work).
You could add some kind of blur effect or overlay and then add an unpause button and then pause the scene. Touches will still be detected when paused, but you won't have any animation or updates happening after the pause. The following code should work to pause the scene.
let pauseAction = SKAction.run {
self.isPaused = true
debugPrint("Paused")
}
self.run(pauseAction)
The reason to pause the scene in an action is that any addChild calls won't be processed if you set isPaused directly. actuallyPaused is just a bool variable to keep track of wether the scene should be paused or not (if the parent view is un-paused, the scene would also be un-paused). Btw, You do not need to use an action to set isPaused to false.
You probably also should look at implementing observers for
NSNotification.Name.UIApplicationWillResignActive
NSNotification.Name.UIApplicationDidEnterBackground
NSNotification.Name.UIApplicationWillEnterForeground
as you will also need to know when your game has been sent to background either via control center or the home button.
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I can't do this at the moment because the system I'm using to detect input runs once every frame, meaning that the animation will continue looping every frame. I tried making it so that the animation would only run when the spacebar is being held down, but it just made it start and then pause when the spacebar is unheld, which is not what I'm going for. Is there any way to make it such that when a certain key is pressed, an animated sprite runs its animation once and then stops? Thanks for your help.
Telling the animation that currently playing to play is fine. I believe the issue is with stopping it. For that I suggest having an "idle" animation. So that instead of stopping the current animation, you can tell it to play the "idle" animation (which could be as simple as one frame).
Now, if you don't want to tell the animation to play every frame, use Input.is_action_just_pressed and Input.is_action_just_released, and that will tell you when to start and stop the animation.
And if you prefer to only run code if there is some input event, you can use _input. See also _process vs. _physics_process vs. *_input and Using InputEvent.
Addendum: I paid little attention to "only one time". In the SpriteFrames editor, where you define the animations, there is a toggle in the bottom where you can tell Godot if you want the animation to loop or not.
In the odd case where you might want to change that from code, it would be something like this $AnimatedSprite.frames.set_animation_loop("animation_name", false) to make the animation not loop (you still need to tell Godot to play it, this changes how it plays from there on). Or you can replace false with true to make it loop again.
When I double-click on an animator controller to launch it, the animator tab appears, but when I run the editor, I don't get the usual flow, operations, etc... I only get a static view of the states and transition arrows between them. My parameters do not show the changes they go through either.
I have multiple animations and can switch between them when certain game conditions occur, but nothing really shows when I do so, to see the flow of control, what happens, what goes wrong, the switching, the progress bar, etc...
I have the latest Unity 5.2.0f3 so I wondered if it is just me or others are having a similar problem...
What we need to do is this: Once we hit the play in the editor mode (and have the animator window docked on one side, of course) we just go and click the object in the hierarchy for which we want to analyse the animation flow. And the animator window will start showing the states and the progress bar.
Also, after upgrading to Unity 5.2, it is worth checking the values that were previously set for transition states, for example if vSpeed is greater than 0.1 then start walking. All my set values were messed up; i.e. changed.
I am having a problem with my game: when I press the "go back to main menu" button at the pause menu, I go back to the main menu layout. The problem is: It does not run sprites' animations of the main menu, just movements. How can I fix it? Oh, and by the way, reset layout did not work. I tried debugging it and found out that the sprite animation is playing, but the current frame is not changing. PLease help me
Without taking a look at your spritesheet, I'd do the following to try to find the bug:
1-See if animation speed is set to 0 or if it's being set to 0 somewhere in your events.
2-See the time scale. I, personally, use time scale = 0 to make pauses. I think you can bug your animations if you do not set it properly again to 1.0 but so far I don't think this has happened to me yet so I'm not sure.
3-See if your animation is set to loop. Perhaps C2 is considering that your animation has already ended its first run.
I just had a similar problem. Turned out I was pausing and setting the time scale to 0 and then returning to the title screen, only after reading this did I realize I needed to change the timescale bqck to 1.
I'm trying to understand how to pause and resume interaction in paper.js.
I have the metaball example on a page with an input element on top, and because paper.js steals focus for driving the metaball generation onMouseMove... bad things happen. Like not able to select what you typed.
I understood I could use item.locked = true;, but I don't know what to apply it to because nothing works.
What is the parent Item for paper.js and can I lock it so that everything stops responding to the mouse?
I also couldn't reattach the mousemove event from the Tool, which is why I came to look into item.locked. What's the correct way to remove and reattach mouse events?
Whenever I write mouse handling code, the onmousedown/onmouseup/onmousemove model always seemed to force me to produce unnecessarily complex code that would still end up causing all sorts of UI bugs.
The main problem which I see even in major pieces of software these days is the "ghost mouse" event where you drag to outside the window and then let go. Once you return back into the window, the application still thinks you have the mouse down even though the button is up. This is especially annoying when you're trying to highlight something that goes to the border of the screen.
Is there a RIGHT way to write mouse code or is the entire model just flawed?
Ordinarily one captures the mouse events on mouse down so the mouse move and mouse up go through your code regardless of the caret moving out of you application window.
More recently this is a problem when running a VM or remote session, its difficult for apps in these to track the mouse outside of the machine screen area represented by a window on a host.
I'm not sure what environment you're attempting to track mouse buttons in, but the best way to handle this is to have a mouse listener that tracks onmouseup 100% of the time after you've detected onmousedown.
That way, it doesn't matter what screen region the user releases the mouse button in. It will reset no matter where it happens.