On Tue, Feb 28, 2012 at 12:58 PM, Philippe <[email protected]> wrote:
> Hello, > > When I have several scene in cocos. > Should I create all of them at start, if possible, and simply play > with the director.replace() ? > Or is it recommanded to create a scene when needed, destroy it when > pushing a new one, and the re-create it if necessary ? > > The typical game has some light scenes (menu options, etc) and one heavy scene, the game scene. There, I would use the style with simpler code, which usually means create when needed and don't care if some scene is in the stack. A common case is a main menu scene that pushes the game scene. > I used to create them all at start. But, then, even if a new scene is running, another one receives the mouse event (layers or sprites). > > That is not expected behavior I would think your code misses to call super for the on_exit event on some node. Can you post some code ? > Thanks! > Philippe > > claudio -- -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en.
