When game paused, behavior is still working.

iStasiik

  • Posts: 51
When game paused, behavior is still working.

Abigayl

  • Posts: 807
Seriously? Remaking your post? Did you even TRY my answer?
If you need help, please check my tutorials either here or Kongregate (http://www.kongregate.com/accounts/Abigayl) or come over to my stream: http://www.livestream.com/poweredbyflowers

iStasiik

  • Posts: 51
Thank you very much. I just forgot about this post

Arakair

  • Posts: 13
Borrowing the topic a bit, hope you dont mind..

Doesnt the "game is paused" block leave room for cheating events? I mean, what if you trigger an event after 10 seconds, pause the game 9 seconds in and unpause at 11 secs? You would technically skip the event, right?

Abigayl

  • Posts: 807
Yes, I do think so. I had a similar issue when coding my first tutorial actually... if you entered the "game" portion and then left, returning later, when you returned, the enemies would fire like crazy due to the "do every" loop still running.
If you need help, please check my tutorials either here or Kongregate (http://www.kongregate.com/accounts/Abigayl) or come over to my stream: http://www.livestream.com/poweredbyflowers

Arakair

  • Posts: 13
Ah yes i tested it out in my game, i could dodge every timed event by pausing/unpausing..

Luckily i found out about the pauseAll() and disabling the flixel pause overlay, not sure if that will work in iOS tho.. :)