void LayerSetup::Close(CCObject*) { pauseSchedulerAndActions(); ((LayerGame *)getParent())->_ai->resumeSchedulerAndActions(); this->removeFromParent(); }
void GameWorld::OnPauseClicked(CCObject* sender) { // this prevents multiple pause popups if(is_popup_active_) return; pauseSchedulerAndActions(); clown_->Pause(); // create & add the pause popup PausePopup* pause_popup = PausePopup::create(this); addChild(pause_popup, E_LAYER_POPUP); }
void GameStart::exit(HelloWorld * s) { //!暂停玩家层的定时器,停止所有的敌机动作,隐藏当前分数 auto player=s->playerlayer; //!清除所有的子弹 for(auto i=player->bullets.begin(); i!=player->bullets.end(); ++i) { (*i)->pauseSchedulerAndActions(); } //!停止飞机的动画 auto s1=player->getPlayer(); s1->pauseSchedulerAndActions(); auto enemy=s->enemylayer; for(auto i=enemy->enemyNum.begin(); i!=enemy->enemyNum.end(); ++i) { (*i)->pauseSchedulerAndActions(); } for(auto i=enemy->deadEnemy.begin(); i!=enemy->deadEnemy.end(); ++i) { (*i)->removeFromParent(); } enemy->deadEnemy.clear(); }
void RCUnit::pauseAnimation() { pauseSchedulerAndActions(); }