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Home/ Questions/Q 6470293
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T06:05:40+00:00 2026-05-25T06:05:40+00:00

I used he code below to handle pause and resume buttons in my game

  • 0

I used he code below to handle pause and resume buttons in my game

To Pause:

-(void)pauseTapped{
...    
    [[SimpleAudioEngine sharedEngine] pauseBackgroundMusic];
    [[CCDirector sharedDirector] pause];
...
}

To Resume:

-(void)resumeGame: (id)sender {
...
    [self removeChild:pauseMenu cleanup:YES];

    [[SimpleAudioEngine sharedEngine] resumeBackgroundMusic];
    [[CCDirector sharedDirector] resume];
...
}

The problem is if the used click pause then enterBackground (click Home button) mode
when he returns, the game automatically resume and the pause menu still exist

Any idea will be great

UPDATE:

the AppDelegate code:

- (void)applicationWillResignActive:(UIApplication *)application {
    [[CCDirector sharedDirector] pause];

}

- (void)applicationDidBecomeActive:(UIApplication *)application {
    [[CCDirector sharedDirector] resume];
}

- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
    [[CCDirector sharedDirector] purgeCachedData];
}

-(void) applicationDidEnterBackground:(UIApplication*)application {
    [[CCDirector sharedDirector] stopAnimation];
}

-(void) applicationWillEnterForeground:(UIApplication*)application {
    [[CCDirector sharedDirector] startAnimation];
}

- (void)applicationWillTerminate:(UIApplication *)application {
    CCDirector *director = [CCDirector sharedDirector];

    [[director openGLView] removeFromSuperview];

    [viewController release];

    [window release];

    [director end]; 
}

- (void)applicationSignificantTimeChange:(UIApplication *)application {
    [[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
}

- (void)dealloc {
    [[CCDirector sharedDirector] end];
    [window release];
    [super dealloc];
}

Thank you

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-25T06:05:40+00:00Added an answer on May 25, 2026 at 6:05 am

    You should add a property to your app delegate that will keep track if pause was caused by user tapping pause button or automatically.

    Inside YourAppDelegate.h:

    @property (nonatomic) BOOL userPaused;
    

    And inside YourAppDelegate.h:

    @synthesize userPaused;
    

    Then inside your scene’s pause method, add:

    YourAppDelegate *appDelegate = (YourAppDelegate *)[[UIApplication sharedApplication] delegate];
    appDelegate.userPaused = YES;
    

    And inside your scene’s resume method, add:

    YourAppDelegate *appDelegate = (YourAppDelegate *)[[UIApplication sharedApplication] delegate];
    appDelegate.userPaused = NO;
    

    Now you can edit your app delegate’s -applicationWillResignActive: method to only resume if userPaused is not set to YES.

    - (void)applicationDidBecomeActive:(UIApplication *)application {
        if (!self.userPaused) {
            [[CCDirector sharedDirector] resume];
        }
    }
    
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