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.