Comments (6)
updateScore, updateTimer and other consecutive functions in all the four initial games are executed only if gamePaused is == 0.
when the pause button is clicked gamePaused becomes 1 and it stops all functions from executing.
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A documentation of your code would be useful to implement this. I'm half done but variables like gamephase and for what other conditional branches you are using the pauseState variable(and why?),if you can tell me that in brief, it would be very easy to fix this.
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This is the patch file . You can apply and check this. This implements the pause functionality using game.paused and separates pause and replay logic and has a better UI implementation of the same. But still the pauseState variable is there as I couldn't understand its use in other parts of the code well because of lack of documentation and use of too many global variables. Hope you can fix that further based on this patch or give me a briefing of its usage, it will take me 10-15 minutes to fix it then.
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Hi @AkshayAgarwal007 . @Deepaksharm have already worked on this issue earlier (Check for the closed pull requests) and did a good job. We didn't find any significance in using game.paused state of phaser. So we decided to go with the variable and used the same to achieve many other functionalities. PauseState variable is used to check whether the game is in Pause state or Active state. If PauseState == 1, user answers will not be evaluated.
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This issue was moved to #1
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@deepakagg May i know what is happening here ? Can't we transfer the ownership of this repo to Tux4Kids Org. account ? I think that will be a better idea to do so.
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