To implement a game state system in SFML using C#, you can create a GameState class that contains all the logic and variables for a specific state of the game. Each game state can inherit from an abstract base class, which provides some basic functions for initialization, update and rendering, and the switching between game states.
Here's an example implementation of a GameState base class:
main.cs339 chars21 lines
This base class contains a protected reference to a RenderWindow
object, which is used to draw the game. The class also has three virtual methods for initialization, updating and rendering, which can be overridden in the derived classes.
To create a new game state, you can inherit from this base class and implement the abstract Dispose()
method to clean up any resources that are no longer needed.
Here's an example implementation of a MainMenuState
class:
main.cs1014 chars49 lines
This class contains a Text
object for the title, a Text
object for the start message, and a boolean variable for transition. In the Init()
method, the font and texts are loaded, and the transition variable is set to false.
In the Update()
method, the class checks whether the Enter key was pressed, and sets the transition variable to true if it was.
In the Render()
method, the class clears the window, draws the title and start text, and displays the window.
Finally, in the Dispose()
method, any resources used by the class can be cleaned up.
You can create additional game states in a similar way, and manage them in a game loop that updates and renders the current game state. The loop should also allow switching between game states as needed.
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