What's the best way to just pause the game. Let's say the user has caused 
the game to be over through some lose condition. I jsut want to pause all 
the actions in the scene and layers, then throw up some info on a Sprite or 
Label or whatehaveyou.

This is from the active layer and is called by a lose condition in one of 
the game loops:

    def endGame(self):
        print 'GAME OVER MAN, GAME OVER!'
        nextScene = cocos.scenes.pause.get_pause_scene()
        nextScene.add(cocos.scenes.pause.PauseLayer())
        director.push(nextScene)


BTW, this is the start.py  script I have:

def init():
    try:
        director.init()
        win = director.window
        cursor = win.get_system_mouse_cursor(BaseWindow.CURSOR_CROSSHAIR)
        win.set_mouse_cursor(cursor)
        StartScene = cocos.scene.Scene() 
        StartScene.add(SpaceLayer())

#        StartScene.add(PlanetLayer(GlobalVariables()))
#        StartScene.add(CityLayer(GlobalVariables()))
#        StartScene.add(BuildingLayer(GlobalVariables()))
        director.run(StartScene)
    except:
        traceback.print_exc(file=sys.stdout)
        pyglet.app.exit()
        sys.exit()

The commented out bits are just to test the different layers. Each one is 
put into a Scene object, then has the director push it out from the 
previous layer. Both handleLaunchCraft and endGame are called from the 
active layer.

    def handleLaunchCraft(self):
        if (self.currentPopnCenter != ''):
            nextScene = cocos.scene.Scene()
            nextScene.add(self.getNextLayer())
            director.push(nextScene)



But then I get a PAUSE text up front, is there any way to override that? 

Also, am I structuring this correctly?

Thanks,
J

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