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Pause, Resume, Stop the engine or the scene
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Enter the missing letter in: "Int?rnational"
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[quote][b][/b] wrote: I'm using this code: [code] try { CL3D.CLTimer.getTime = function() { if(isBlgStatWindow == false) { var d = new Date(); return d.getTime(); } else { return 1; } } } catch(err) { } [/code] Basically, if my Inventory/Stat window is open, I want to pause Copperlicht engine. This is for an RPG game, so realtime pausing to use items, equipment, etc. is kind of the expected norm. You know, you get in a fight, your HP is low, so you pause the game, go into your inventory and drink a potion to restore your HP type of thing. However, my code, which does stop the engine, has some side effects. For example, when it pauses, all my animated meshes move several points higher in height. When the game is unpaused, they fall from this height according to gravity. I also notice when I unpause that Copperlicht redisplays the "Loading..." text as if the scene is being reloaded from scratch. Furthermore, the more I pause and unpause the game, the worse the performance is. One pause and unpause is enough to cause the game to lurch, stutter like crazy. My window is destroyed each time it is closed, so I do not believe the issue is with the window. Rather, since Copperlicht seems to completely reinitialize itself each pause (the models reseting height plus the Loading... text is what gives me that impression) I would assume the issue is more with pausing. Any insight or alternative pausing methods that you can think of? Thanks Niko ;)[/quote]
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