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Author Topic: Adding in a Screen Manager  (Read 1579 times)
mimminito
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« on: 2010/01/26 13:28:52 »

Hello!!

I have been following these tutorials for the past couple of days, adding in some of the functionality you have provided to start off my Game Engine.
Before i started looking at these tutorials, i had already implemented a Game State Manager. Now this was not very Engine like code, and so needs to be modified slightly, but works anyways.

My problem is integrating this Game State Management with the Engine. Like a post i read earlier on here, I think my issue is with the Loading and Initializing of the Components.
Ill give you a brief run down of how the Engine is looking right now:

 - The first 4 tutorials of the HazyMind Engine have been implemented.
 - I have my own ScreenManager Component
   - Each State as such is a Screen (Menu, Pause, GamePlay, etc).
   - The Screen Manager handles all of the Screens, Initializing, Updating, Drawing etc.
   - Here is the link for the Game State Management tutorials http://creators.xna.com/en-US/samples/gamestatemanagement

I need to be able to integrate the two together. I am looking into it as we speak, but i cant seem to figure out how i can do it.
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Jeff Lamoureux
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« Reply #1 on: 2010/02/20 23:59:09 »

I'm actually working on the same thing right now and I'm trying to decide if I want to keep the GameScreen.Update() as full of code as it is in the sample or make it empty in the super class and do all of the implementation in the children classes (GamePlayScreen, MenuScreen, etc).  What do you think?
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