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Multi-screen architecture (e.g. minigames) with Fleks #150

Answered by Quillraven
tsmaster asked this question in Q&A
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I used your first approach in a few games and in my games it worked but felt really weird because you enable/disable systems all the time and also need to take care of entities that you might not need in all screens. Also, whenever you add a new system you need to make sure which screen needs it and which doesn't and enable/disable it accordingly.

One example of a dungeon crawler game I implemented: I had two main screens. One of the dungeon map navigation and one for the combat with enemies. Those were two separate screens but using one world (it was actually an engine because I used Ashley back then but it is the same).

I had utility functions to update the systems in the onShow method …

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