1

Closed

Pause Menu

description

Handling the pause menu within the Player Class in the MainScreen prevents the pause menu from being disabled, as the pause menu blocks input to the MainScreen. Find another way to handle the pause menu
Closed Feb 5, 2011 at 1:29 AM by shmeeps
Haphazardly found the solution

comments

shmeeps wrote Jan 30, 2011 at 6:36 AM

Ported into the main game's code, but the screen is dumped as soon as it is thrown onto the stack. Fix that.

shmeeps wrote Feb 1, 2011 at 6:14 AM

Menu stays now, but doesn't block the underlying screens, could be an Engine,.cs problem? Possibly that some components don't technically belong to the new screen.

wrote Feb 1, 2011 at 11:41 PM

shmeeps wrote Feb 2, 2011 at 12:49 AM

Seems to work, would like to implement a way to have input blocked on the main screen, which can't currently happen since the input manage must be run on the background screen which overrides input. For now, working enough.

wrote Feb 2, 2011 at 12:50 AM

shmeeps wrote Feb 4, 2011 at 8:46 PM

Seems to work, would like to implement a way to have input blocked on the main screen, which can't currently happen since the input manage must be run on the background screen which overrides input. For now, working enough.



** Closed by shmeeps 2/1/2011 5:50 PM

shmeeps wrote Feb 4, 2011 at 8:46 PM

Input bug, input is still recorded and rendered incredibly quickly when the pause menu is popped, need to find a way to change that, but it is not too important.

wrote Feb 4, 2011 at 8:46 PM

wrote Feb 5, 2011 at 1:29 AM

wrote Feb 1, 2013 at 11:17 PM

wrote May 8, 2013 at 5:20 PM