Closed silas-hw closed 3 months ago
Similarly, I could override the setScreen method and do it all in there. That would arguably be less gnarly.
Ended up creating a record to pass common screen arguments around as well
Screen transitions are in B) can also mess around with a wait time to force some blank frames before starting the next screen.
Transitions happen in the GameScreen itself, not the Game class. This allows the GameScreen to freeze physics updates whilst transitioning! Awesome!
Make the damn architecture for screens!
Easiest approach will likely involve using a sequence action with Scene2D.
Current idea:
switchScreen
method to screens, starting a new sequence action to fade out and then set the screenshow
method is called to fade in.