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Screen / state management #37

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ryanisaacg opened this issue Jan 19, 2018 · 0 comments
Closed

Screen / state management #37

ryanisaacg opened this issue Jan 19, 2018 · 0 comments

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@ryanisaacg
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Because the game_loop macro require all control flow through a single struct and its associated functions, there should be some convenient mechanism to embed multiple screens / states within the struct.

leod pushed a commit to leod/quicksilver that referenced this issue Jun 3, 2023
ryanisaacg#42)

* Added a Screen trait and a macro to use Screens to drive the game loop

* Created an InitialScreen trait that the first screen must implement

Resolves ryanisaacg#37
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