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Thread: To create a pause game function

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    Default To create a pause game function

    Hi there,

    Let say I'm developing a widget game for Symbian^3, and this game is actually a fast pace object falling down game.(Sometimes more than 1 objects can fall together) So what's is the simplest yet effective way to create a pause function for such a game?
    Thank you in advance.

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    Default Re: To create a pause game function

    that depends on your game logic. maybe it's sufficient to set a bool "moving" which is set to false when paused. in your code, you check the state of "moving" and move the objects only if true.

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    Default Re: To create a pause game function

    The simplest and most effective way to create a pause is to stop the timer.
    Your biological and technological distinctiveness will be added to our own. Resistance is futile.

    Please ask Qt related questions on the forum and not using private messages or visitor messages.


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    Default Re: To create a pause game function

    Wysota I'm not clear what you mean by stop the timer. Is it to stop the timer which control the object to fall down or is there some internal timer which I do not know of. Please enlighten me.

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    Default Re: To create a pause game function

    Stop the timer that you have that controls the game loop.
    Your biological and technological distinctiveness will be added to our own. Resistance is futile.

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    Default Re: To create a pause game function

    But isn't stopping the QTimer will literally stop the timer which makes resuming the game can be pretty ugly because the QTimer will restart the interval again upon resuming.

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    Default Re: To create a pause game function

    I wouldn't have thought it was be noticable.

    After all, you would execute the game loop once per timer event, so stopping and then restarting the timer would have no real drawback.

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    Default Re: To create a pause game function

    You can always stop the timer from within the method executed as a result of the timer's timeout. Or you can calculate how much time is left till the next timeout and correct the interval while resuming the game. But I think it doesn't matter if the game loop triggers 10ms or 9ms after unpausing the game.
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