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### #ActualBambooCatfish

Posted 06 January 2013 - 04:23 PM

Right on, thank you guys for this info!

I actually had the L Spiro one saved in my bookmarks byt forgot about it (wayy to many folders/nesting :-/ ). I read through them both a couple of times and am still tryin to wrap my head around it.

So in the L Spiro one each state is a class/object inherited from a base class "GameState" or something and the information is passed from a instance/pointer of the Game class/object, with each state grabbing what it needs? I like this approach if thats the case.

The other one is alot to read and I have to read it a few times to get more of a understanding from it.

A follow up question... I am using scenes right now, similar to the states TitleScene, GameScene, OptionsScene, etc. I had thought the scenes would handle the states internally but from these approaches I should ditch scenes and make each scene a state? Would that mean its better to keep all my data inside the main game class instead of some sort of scene Object?

Right now i have something that looks like this ( in general)

class MainGame()
{

SceneObject scene;

public MainGame(){} //constructor

pubic void init(){} // init method.

public void update()
{
scene.update();
}

public  void draw()
{
scene.draw();
}

void changeScene(SceneObject newScene){}

}


class GameScene: SceneObject
{
List<Enemies> enemies;
PlayerObject playerObject;
TIleMap map;

public SceneObject() {} // constuctor

public void init() {}   // init method.

pubic void update(){}   //update stuff

public void draw() {}   //daw stuff.
}

If this doesnt make sense let me know and I will try to explain better.

### #1BambooCatfish

Posted 06 January 2013 - 04:22 PM

Right on, thank you guys for this info!

I actually had the L Spiro one saved in my bookmarks byt forgot about it (wayy to many folders/nesting :-/ ). I read through them both a couple of times and am still tryin to wrap my head around it.

So in the L Spiro one each state is a class/object inherited from a base class "GameState" or something and the information is passed from a instance/pointer of the Game class/object, with each state grabbing what it needs? I like this approach if thats the case.

The other one is alot to read and I have to read it a few times to get more of a understanding from it.

A follow up question... I am using scenes right now, similar to the states TitleScene, GameScene, OptionsScene, etc. I had thought the scenes would handle the states internally but from these approaches I should ditch scenes and make each scene a state? Would that mean its better to keep all my data inside the main game class instead of some sort of scene Object?

Right now i have something that looks like this ( in general)

class MainGame()
{

SceneObject scene;

public MainGame(){} //constructor

pubic void init(){} // init method.

public void update()
{
scene.update();
}

public  void draw()
{
scene.draw();
}

void changeScene(SceneObject newScene){}

}


class SceneObject
{
List<Enemies> enemies;
PlayerObject playerObject;
TIleMap map;

public SceneObject() {} // constuctor

public void init() {}   // init method.

pubic void update(){}   //update stuff

public void draw() {}   //daw stuff.
}

If this doesnt make sense let me know and I will try to explain better.

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