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.

Reply via email to