Skip to main content

Pause System

The Pause System provides a flexible way to pause and resume entities in your game. This system allows you to selectively pause certain entities while allowing others to continue updating, giving you fine-grained control over your game's pause behavior.

Overview​

The Pause System consists of two main components:

  • PauseComponent - A component that already is attached to Actors
  • PauseSystem - A system that manages pause state across all entities in a scene

Quick Start​

ts
// Create an actor that can be paused
const player = new ex.Actor({ x: 100, y: 100, canPause: true });
scene.add(player);
 
// Pause the scene
scene.pause();
 
// Resume the scene
scene.resume();
ts
// Create an actor that can be paused
const player = new ex.Actor({ x: 100, y: 100, canPause: true });
scene.add(player);
 
// Pause the scene
scene.pause();
 
// Resume the scene
scene.resume();

PauseComponent​

The PauseComponent tracks whether an entity is currently paused and whether it can be paused.

Properties​

PropertyTypeDefaultDescription
pausedbooleanfalseWhether the entity is currently paused (read-only, managed by the system)
canPausebooleanfalseWhether this entity can be paused by the scene

Scene Events​

Scenes now have pause() and resume() methods that emit out the pause state of the scene.

If you have UI elements, like a Pause Menu for example, that you want to respond to those events, you can listen to the scene's events emitter.