Thanks Claudio! As always, with the clear and best answer!

Cheers!
J

On 20 October 2012 00:46, <[email protected]> wrote:

>   Today's Topic Summary
>
> Group: http://groups.google.com/group/cocos-discuss/topics
>
>    - Esc popping out a scene <#13a7d22cdd257d16_group_thread_0> [2
>    Updates]
>
>   Esc popping out a 
> scene<http://groups.google.com/group/cocos-discuss/t/3ddfa6086dd80998>
>
>    Jason <[email protected]> Oct 19 01:11PM -0700
>
>    I'm working a game that pushes scenes onto the stack. So you are going
>    from
>    one level to the next. At a certain point, the game will bring the
>    player
>    back through these levels.
>
>    However, when you press ESC, it pops the current scene out of the
>    stack,
>    and starts running the previous one. Is there any way for me to stop
>    that?
>
>    Cheers,
>    J
>
>
>
>
>    claudio canepa <[email protected]> Oct 19 05:48PM -0300
>
>
>    > Cheers,
>    > J
>    > --
>
>    Yes.
>    Most surely you have an on_key_press handler in your scene (be it
>    directly
>    in the scene or in a layer added to the scene)
>    what you want is add in that handler
>
>    if symbol == key.ESCAPE:
>    return True
>
>    The return True tells the event dispatcher that the event has been
>    handled
>    and to please do not pass to other handlers. Perfect, the ESC will not
>    reach the code in cocos.director.DefaultHandler, the responsible to
>    call
>    director pop when it sees an ESC.
>
>
>
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