<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="bbPress/1.1" -->
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title>cocos2d for iPhone &#187; Tag: menu - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/menu</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 01:29:42 +0000</pubDate>
		<generator>http://bbpress.org/?v=1.1</generator>
		<textInput>
			<title><![CDATA[Search]]></title>
			<description><![CDATA[Search all topics from these forums.]]></description>
			<name>q</name>
			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
		</textInput>
		<atom:link href="http://www.cocos2d-iphone.org/forum/rss/tags/menu" rel="self" type="application/rss+xml" />

		<item>
			<title>beleg on "Amazing breaker style buttons effects"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28422#post-139886</link>
			<pubDate>Tue, 17 Jan 2012 17:15:58 +0000</pubDate>
			<dc:creator>beleg</dc:creator>
			<guid isPermaLink="false">139886@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Anyone have any suggestions for getting CoCos2d to do the button effects on the free amazing breaker game? I really like how when you hit the play button the particles flash across the screen but I am not exactly sure how to implement the effect. Thanks
</p></description>
		</item>
		<item>
			<title>Stepan Generalov on "Help! Creating an extension I need: Scrollable Layer (CCSuperMenuAdvanced)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/20903#post-137522</link>
			<pubDate>Sun, 01 Jan 2012 17:24:45 +0000</pubDate>
			<dc:creator>Stepan Generalov</dc:creator>
			<guid isPermaLink="false">137522@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/1280'>bitfool</a><br />
Branch was removed, cause there was too much regressions &#38; problems. Look at my previous post: <a href="http://www.cocos2d-iphone.org/forum/topic/20903#post-116658" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/20903#post-116658</a><br />
Inertial scrolling doesn't work as expected, so there was no pros - only cons - and i decided if such functionality must be added to CCMenuAdvanced - then it must be developed from scratch, without using that branch.</p>
<p>Code posted by Jamorn is still here on forum - so everyone could use it, but for extensions i would like better solution.
</p></description>
		</item>
		<item>
			<title>craftyAct on "CCMenuItemImage button is not responding."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27963#post-137498</link>
			<pubDate>Sun, 01 Jan 2012 08:07:47 +0000</pubDate>
			<dc:creator>craftyAct</dc:creator>
			<guid isPermaLink="false">137498@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Not sure if I'm following you on this.  menuGoodByeT is a background for the buttons?  Do the other buttons work if you remove it from the menu?<br />
If it's a background for the buttons, why don't you just add it as a sprite behind the menu using the z-order property.  I'm not sure you can vary the z-order within a menu so there could be a conflict when you have overlapping CGRect receiving touches.
</p></description>
		</item>
		<item>
			<title>ranT4 on "CCMenuItemImage button is not responding."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27963#post-137360</link>
			<pubDate>Fri, 30 Dec 2011 17:29:23 +0000</pubDate>
			<dc:creator>ranT4</dc:creator>
			<guid isPermaLink="false">137360@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>anyone ?</p>
<p>any idea of how do display the menu sheet that behinds the buttons, But not as a sprite ?</p>
<p>if i add it as a menuItem, it is above my buttons and i cant see them OR i cant push them- as i wrote here .</p>
<p>this is very strange that there is no menu instance to the menu sheet that behinds the buttons.
</p></description>
		</item>
		<item>
			<title>ranT4 on "CCMenuItemImage button is not responding."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27963#post-137332</link>
			<pubDate>Fri, 30 Dec 2011 12:47:08 +0000</pubDate>
			<dc:creator>ranT4</dc:creator>
			<guid isPermaLink="false">137332@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>i know what the problem is now , but cant understand how to solve that.</p>
<p>the menuGoodByeT is the image sheet which all the buttons is setting on- and they are in the same position.<br />
menuB,tryAgainB are the buttons.</p>
<p>if i do:</p>
<p>menu = [CCMenu menuWithItems:menuGoodByeT,menuB,tryAgainB, nil];</p>
<p>i can see the buttons and the image that under them but they dont work.</p>
<p>if i do :</p>
<p>menu = [CCMenu menuWithItems:menuB,tryAgainB, menuGoodByeT,nil];</p>
<p>so the buttons are under the menuGoodByeT image BUT THEY ARE WORKING ! (but i cant see them)</p>
<p>so what can i do to add an image menu , which above it will be the button ???</p>
<p>every menu have an image under the buttons, and cocos just doesnt let me put an image under them because then they are not working !</p>
<p>how can i do that ?</p>
<p>thanks .
</p></description>
		</item>
		<item>
			<title>JanuszNSG on "CCMenuItemImage button is not responding."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27963#post-137328</link>
			<pubDate>Fri, 30 Dec 2011 11:43:37 +0000</pubDate>
			<dc:creator>JanuszNSG</dc:creator>
			<guid isPermaLink="false">137328@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello<br />
1:<br />
menu = [CCMenu menuWithItems: menuB,tryAgainB, menuGoodByeT, nil];<br />
(no menu object in list and all elements on it), but you correct it in second post.<br />
2:<br />
Just for test replace in one element selectedImage with different file, and check if even touch is received by menu object (maybe is covered by other layer)<br />
3:<br />
You call methods with parameters (: - after name) can you post code of one of method witch is used as selector for menu item?
</p></description>
		</item>
		<item>
			<title>ranT4 on "CCMenuItemImage button is not responding."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27963#post-137326</link>
			<pubDate>Fri, 30 Dec 2011 11:26:27 +0000</pubDate>
			<dc:creator>ranT4</dc:creator>
			<guid isPermaLink="false">137326@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>on the menu i wasnt copy it right , and i have:</p>
<p>menu = [CCMenu menuWithItems:menuGoodByeT,menuB,tryAgainB, nil];</p>
<p>still doesnt work.
</p></description>
		</item>
		<item>
			<title>ranT4 on "CCMenuItemImage button is not responding."</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/27963#post-137324</link>
			<pubDate>Fri, 30 Dec 2011 11:24:14 +0000</pubDate>
			<dc:creator>ranT4</dc:creator>
			<guid isPermaLink="false">137324@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>buttons and menu are on screen but nothing happen when buttons pushed:</p>
<p>'<br />
   CCMenuItemImage *menuB = [CCMenuItemImage itemFromNormalImage:@"menuB.png" selectedImage:@"menuB.png" target:self selector:@selector(goMenu:)];<br />
    CCMenuItemImage *tryAgainB = [CCMenuItemImage itemFromNormalImage:@"tryAgainB.png" selectedImage:@"tryAgainB.png" target:self selector:@selector(tryAgain:)];<br />
    CCMenuItemImage *menuGoodByeT = [CCMenuItemImage itemFromNormalImage:@"menu.png" selectedImage:@"menu.png" target:self selector:@selector(nothing:)];</p>
<p>    menuB.position=ccp(-65,-40);<br />
    tryAgainB.position=ccp(15,-40);</p>
<p>    menu = [CCMenu menuWithItems:menu,menuB,tryAgainB, nil];<br />
     menu.isTouchEnabled = YES;<br />
    [self addChild: menu];<br />
'</p>
<p>yes, the method is having : id sender .<br />
whats wrong with this menus ?? it some how always has problems.
</p></description>
		</item>
		<item>
			<title>bitfool on "Help! Creating an extension I need: Scrollable Layer (CCSuperMenuAdvanced)"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/20903#post-137115</link>
			<pubDate>Wed, 28 Dec 2011 20:23:35 +0000</pubDate>
			<dc:creator>bitfool</dc:creator>
			<guid isPermaLink="false">137115@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Stepan,<br />
  Could you comment further on this thread?  The github link is missing, and there's a comment on issue 68 that the branch for adding non-MenuItem children has been removed... but no reason why.  Has this functionality been incorporated into CCMenuAdvanced? Not clear (to me) from the README.md for CCMenuAdvanced.
</p></description>
		</item>
		<item>
			<title>tiggybouncer on "Error Message help!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25247#post-131943</link>
			<pubDate>Tue, 06 Dec 2011 18:29:39 +0000</pubDate>
			<dc:creator>tiggybouncer</dc:creator>
			<guid isPermaLink="false">131943@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've got it working, it was down to me not giving a variable in<br />
<pre><code>-(void)startGameLabel:(id)sender
{
	gameScene2 = [gameScene2 node];
	[[CCDirector sharedDirector]replaceScene:gameScene2];
}</code></pre>
<p>In places, the variable *gs was needed.<br />
Oops :S
</p></description>
		</item>
		<item>
			<title>tiggybouncer on "Error Message help!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25247#post-131489</link>
			<pubDate>Sun, 04 Dec 2011 18:15:28 +0000</pubDate>
			<dc:creator>tiggybouncer</dc:creator>
			<guid isPermaLink="false">131489@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ta :) It runs, but it now 'SIGABRT's on this line.<br />
I've 'imported' the .h files at the top of all files I think need it.<br />
The scenes I've got are GameLayer and MainMenuScene.</p>
<p>I'm confused :S
</p></description>
		</item>
		<item>
			<title>Eko Mirhard on "Error Message help!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25247#post-131485</link>
			<pubDate>Sun, 04 Dec 2011 18:02:16 +0000</pubDate>
			<dc:creator>Eko Mirhard</dc:creator>
			<guid isPermaLink="false">131485@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Look at your delegate class, and change the line which contains "runWithScene". Point it to your main menu scene.
</p></description>
		</item>
		<item>
			<title>tiggybouncer on "Error Message help!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25247#post-131483</link>
			<pubDate>Sun, 04 Dec 2011 18:00:12 +0000</pubDate>
			<dc:creator>tiggybouncer</dc:creator>
			<guid isPermaLink="false">131483@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks! It runs now, but not how I want it to...<br />
It starts running the game first, and not the main menu. I know I have to point it to the scene, but how?
</p></description>
		</item>
		<item>
			<title>Tone on "Error Message help!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25247#post-131481</link>
			<pubDate>Sun, 04 Dec 2011 17:59:15 +0000</pubDate>
			<dc:creator>Tone</dc:creator>
			<guid isPermaLink="false">131481@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The implementation context is anything between the @implementation and @end</p>
<p>@implementation<br />
...<br />
context is everything here<br />
...<br />
@end
</p></description>
		</item>
		<item>
			<title>Eko Mirhard on "Error Message help!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25247#post-131480</link>
			<pubDate>Sun, 04 Dec 2011 17:55:54 +0000</pubDate>
			<dc:creator>Eko Mirhard</dc:creator>
			<guid isPermaLink="false">131480@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Move the @synthesize line to below @implementation MainMenuLayer, and you are good to go. Btw, you don't have to redeclare isTouchEnabled, as CCLayer has it already.
</p></description>
		</item>
		<item>
			<title>tiggybouncer on "Error Message help!"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25247#post-131478</link>
			<pubDate>Sun, 04 Dec 2011 17:52:44 +0000</pubDate>
			<dc:creator>tiggybouncer</dc:creator>
			<guid isPermaLink="false">131478@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I've got an error message in my app, which is: '@synthesize property must be in implementation context'<br />
It is declared in my .h file, and I've done lots of googling. Why isn't it working?</p>
<p>Here is my code (.m file):</p>
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;MainMenuScene.h&#34;

@implementation MainMenuScene

-(id)init
{
	self = [super init];
	if (self != nil)
	{
		[self addChild:[MainMenuLayer node]];
	}
	return self;
}

-(void)dealloc
{
	[super dealloc];
}

@end

@synthesize isTouchEnabled,gameScene2; //error is here :/

@implementation MainMenuLayer

-(id)init
{
	if((self = [super init]))
	{
		isTouchEnabled = YES;

		CCSprite * menuBackground = [CCSprite spriteWithFile:@&#34;menuBackground.png&#34;];
		[menuBackground setPosition:ccp(240,160)];
		[self addChild:menuBackground];

		CCLabelBMFont * startGameLabel = [CCLabelBMFont labelWithString:@&#34;Start Game&#34; fntFile:@&#34;menuFont.fnt&#34;];

		CCLabelBMFont * optionsLabel = [CCLabelBMFont labelWithString:@&#34;Options&#34; fntFile:@&#34;menuFont.fnt&#34;];

		CCLabelBMFont * aboutLabel = [CCLabelBMFont labelWithString:@&#34;About&#34; fntFile:@&#34;menuFont.fnt&#34;];

		[startGameLabel setColor:ccRED];
		[optionsLabel setColor:ccRED];
		[aboutLabel setColor:ccRED];

		CCMenuItemLabel * menu = [CCMenu menuWithItems:startGameLabel,optionsLabel,aboutLabel,nil];
		[menu alignItemsVerticallyWithPadding:5];
		[self addChild:menu];
		[menu setPosition:ccp(240,120)];
	}
	return self;
}

-(void)startGameLabel:(id)sender
{
	gameScene2 = [gameScene2 node];
	[[CCDirector sharedDirector]replaceScene:gameScene2];
}

-(void)optionsLabel:(id)sender
{

}

-(void)aboutLabel:(id)sender
{

}

-(void)dealloc
{
	[super dealloc];
}

@end</code></pre>
<p>And my .h file:</p>
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#60;Foundation/Foundation.h&#62;
#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;cocos2d.h&#34;

@interface MainMenuScene : CCScene
{

}

@end 

@interface MainMenuLayer : CCLayer
{
	BOOL isTouchEnabled;
	CCScene * gameScene2;
}

@property(readwrite, assign)BOOL isTouchEnabled;
@property(nonatomic, retain)CCScene * gameScene2;

@end</code></pre>
<p>Thanks
</p></description>
		</item>
		<item>
			<title>Ricardo on "How to get touch position on the CCMenuItemImage?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/14150#post-129423</link>
			<pubDate>Mon, 28 Nov 2011 02:02:35 +0000</pubDate>
			<dc:creator>Ricardo</dc:creator>
			<guid isPermaLink="false">129423@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>roko, I had the same problem because I wanted to detect not only the clicked menu items but also swipes with origin on that items (via <code>ccTouchesMoved:</code>).<br />
To be able to detect the touch events:</p>
<ul>
<li>ccTouchesBegan:</li>
<li>ccTouchesMoved:</li>
<li>ccTouchesEnded:</li>
</ul>
<p>I had to extend <code>CCMenu</code> and override <code>registerWithTouchDispatcher:</code> since it was "swalling" all events!<br />
Here you have the code:</p>
<pre><code>// Configures menu to keep trowing touch events BUT not swallow them.
  -(void) registerWithTouchDispatcher
  {
  	[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:kCCMenuTouchPriority swallowsTouches:NO];
  }</code></pre>
<p>I've started by just changing "<code>swallowsTouches:YES</code>" to "<code>swallowsTouches:NO</code>" in the "<code>CCMenu.m</code>" source code, but I recommend you to do not change the Cocos2d sources, since that can generate other side effects if you have other menus.
</p></description>
		</item>
		<item>
			<title>hactar on "Add CCMenu to CCSpriteBatchNode"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22948#post-126878</link>
			<pubDate>Sat, 19 Nov 2011 10:58:47 +0000</pubDate>
			<dc:creator>hactar</dc:creator>
			<guid isPermaLink="false">126878@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Create a CCLayer, add the CCBatchNode to the layer, probably with z:0, and then add the CCMenu to the CCLayer instead of the CCBatchNode, probably with z:1.
</p></description>
		</item>
		<item>
			<title>Zero07 on "Add CCMenu to CCSpriteBatchNode"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22948#post-126858</link>
			<pubDate>Sat, 19 Nov 2011 05:51:56 +0000</pubDate>
			<dc:creator>Zero07</dc:creator>
			<guid isPermaLink="false">126858@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>From my research the answer is no.  Can someone confirm this.  If I can't do this, is there any way I can layer the menu to be in between the sprites in the sprite batch?
</p></description>
		</item>
		<item>
			<title>ShaneT on "MenuItem FadeIn glitch?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/3413#post-125358</link>
			<pubDate>Thu, 10 Nov 2011 12:04:01 +0000</pubDate>
			<dc:creator>ShaneT</dc:creator>
			<guid isPermaLink="false">125358@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>I am trying to make a menu see through.</p>
<p>radioMenu.opacity = 0;</p>
<p>When I try this I get told opacity is a readonly fielld and cannot be set.</p>
<p>Same goes for </p>
<p>((CCMenuItem*) settings).opacity = 0;<br />
or<br />
[(CCMenuItem*)settings setOpacity: 0];</p>
<p>How do I make a menu item images opacity 50?</p>
<p>I am trying to implement a pause button on the screen to pause and resume.</p>
<p>The pause button is on the Hud Layer.</p>
<p>Thanks</p>
<p>Shane
</p></description>
		</item>
		<item>
			<title>haqu on "Fade In or Out a CCLayer"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/5088#post-124741</link>
			<pubDate>Sun, 06 Nov 2011 19:05:02 +0000</pubDate>
			<dc:creator>haqu</dc:creator>
			<guid isPermaLink="false">124741@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>to avoid compiler warning you should add (id&#60;CCRGBAProtocol&#62;) to getter too:</p>
<pre><code>- (GLubyte)opacity {
	for (CCNode *node in [self children]) {
		if ([node conformsToProtocol:@protocol(CCRGBAProtocol)]) {
			return [(id&#60;CCRGBAProtocol&#62;)node opacity];
		}
	}
	return 255;
}</code></pre></description>
		</item>
		<item>
			<title>Dynex on "How to retrieve which button was pressed?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22187#post-123216</link>
			<pubDate>Thu, 27 Oct 2011 03:19:03 +0000</pubDate>
			<dc:creator>Dynex</dc:creator>
			<guid isPermaLink="false">123216@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Found it! </p>
<pre><code>grapeDD.tag = 2;
rockDD.tag = 3;</code></pre>
<p>Then just check tags.
</p></description>
		</item>
		<item>
			<title>Dynex on "How to retrieve which button was pressed?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/22187#post-123210</link>
			<pubDate>Thu, 27 Oct 2011 02:24:42 +0000</pubDate>
			<dc:creator>Dynex</dc:creator>
			<guid isPermaLink="false">123210@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Say I have 2 buttons, and they both call highlightAmmo:<br />
How would I check to see which button was pressed?<br />
<pre><code>grapeDD = [CCMenuItemSprite
				 itemFromNormalSprite:[CCSprite spriteWithSpriteFrameName:@&#34;grapeDD.png&#34;]
				 selectedSprite:[CCSprite spriteWithSpriteFrameName:@&#34;grapeDD.png&#34;]
				 target:self
				 selector:@selector(highlightAmmo:)];

rockDD = [CCMenuItemSprite
				 itemFromNormalSprite:[CCSprite spriteWithSpriteFrameName:@&#34;rockDD.png&#34;]
				 selectedSprite:[CCSprite spriteWithSpriteFrameName:@&#34;rockDD.png&#34;]
				 target:self
				 selector:@selector(highlightAmmo:)];

- (void) highlightAmmo: (CCMenuItem  *) menuItem {
NSLog(@&#34;Ammo highlighted&#34;);
}</code></pre></description>
		</item>
		<item>
			<title>steg90 on "Best way stop scene and show menu?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21989#post-122377</link>
			<pubDate>Fri, 21 Oct 2011 09:38:15 +0000</pubDate>
			<dc:creator>steg90</dc:creator>
			<guid isPermaLink="false">122377@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I just unschedule the main update selector (tick in my case) and reschedule it after the show menu<br />
layer exits.
</p></description>
		</item>
		<item>
			<title>ManFromKemerovo on "Best way stop scene and show menu?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21989#post-122240</link>
			<pubDate>Thu, 20 Oct 2011 13:01:46 +0000</pubDate>
			<dc:creator>ManFromKemerovo</dc:creator>
			<guid isPermaLink="false">122240@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>SuperSuRaccoon, super, thanks!<br />
Thanks to all.</p>
<p>I have found <a href="http://pocketworx.com/?p=182" rel="nofollow">http://pocketworx.com/?p=182</a>
</p></description>
		</item>
		<item>
			<title>SuperSuRaccoon on "Best way stop scene and show menu?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21989#post-122234</link>
			<pubDate>Thu, 20 Oct 2011 12:41:02 +0000</pubDate>
			<dc:creator>SuperSuRaccoon</dc:creator>
			<guid isPermaLink="false">122234@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Check out the post on my site:</p>
<p><a href="http://www.supersuraccoon-cocos2d.com/2011/03/29/pauseresume-actionsschedulers-of-cclayer-and-its-children/" rel="nofollow">http://www.supersuraccoon-cocos2d.com/2011/03/29/pauseresume-actionsschedulers-of-cclayer-and-its-children/</a></p>
<p><a href="http://www.supersuraccoon-cocos2d.com/2011/10/16/common-pauselayer-demo/" rel="nofollow">http://www.supersuraccoon-cocos2d.com/2011/10/16/common-pauselayer-demo/</a></p>
<p>hope this help :)
</p></description>
		</item>
		<item>
			<title>ManFromKemerovo on "Best way stop scene and show menu?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21989#post-122221</link>
			<pubDate>Thu, 20 Oct 2011 11:11:43 +0000</pubDate>
			<dc:creator>ManFromKemerovo</dc:creator>
			<guid isPermaLink="false">122221@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>[[CCDirector sharedDirector] pause];<br />
This stop all.<br />
But how stop only actions in "Game Scene"? Actions in Menu must work.
</p></description>
		</item>
		<item>
			<title>ashmira on "Best way stop scene and show menu?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21989#post-122210</link>
			<pubDate>Thu, 20 Oct 2011 09:34:50 +0000</pubDate>
			<dc:creator>ashmira</dc:creator>
			<guid isPermaLink="false">122210@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>u create a new node at the top of the main layer and pause every single actions at main main layer.
</p></description>
		</item>
		<item>
			<title>bryce on "Best way stop scene and show menu?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21989#post-122208</link>
			<pubDate>Thu, 20 Oct 2011 09:24:53 +0000</pubDate>
			<dc:creator>bryce</dc:creator>
			<guid isPermaLink="false">122208@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>The menu would be a new layer you add to the current scene.
</p></description>
		</item>
		<item>
			<title>ManFromKemerovo on "Best way stop scene and show menu?"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/21989#post-122201</link>
			<pubDate>Thu, 20 Oct 2011 08:20:21 +0000</pubDate>
			<dc:creator>ManFromKemerovo</dc:creator>
			<guid isPermaLink="false">122201@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi.<br />
I have "game scene" with actions.<br />
I need stop "game scene" actions, and show menu.</p>
<p>Like on image:<br />
<img src="http://img28.imageshack.us/img28/4323/howdd.png" /><br />
What the best way to do this?<br />
Sorry, if question very stupid, I'm novice in cocos2d and gamedev.
</p></description>
		</item>

	</channel>
</rss>

