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Showing results for tags 'Pausing'.
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Quick question about using the timer and loop in Phaser. I'm trying to get a program that runs a timer that checks how long the user has been playing the game, with the time displayed and it needs to be able to pause when a menu is opened. This is what I have currently: function create() { timer = game.add.text(250, 150, '0'); this.currentTimer = new Phaser.Timer(game, false); this.currentTimer.loop(Phaser.Timer.SECOND, this.updateTimer, this); this.currentTimer.start();}function update() { if(pauseButton.isDown){ timer.setText('Pause'); this.currentTimer.pause(); } if(resumeButton.isDown){ this.currentTimer.resume(); timer.setText(counter); test++; }}function updateTimer() { counter++; timer.setText(counter);}Using the console log I can tell that the timer is starting correctly, and can be paused and then resumed. However, the text does not update except to Pause when I press pause. Anyone know a solution to this?
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I want to detect the visibility change in my game ( that is, when , for instance, browser tab loses focus, for example). I know that when that occurs, Phaser automatically pauses my whole game system. I want to prevent that automatic pausing, but still I want to receive signal/event about this visibility change.