Here we conclude the fifth chapter of the book. Through its pages, we tried to pass on a lot of useful information about state managing and game flow. We talked about states and stacks of states, both in concept and in implementation. Also, we saw how to implement a handful of screens that we usually see in games, using our
StateStack system to our advantage. Navigation between states was also covered and we even talked about functionality we don't use in the game, but that will certainly come handy in the future! Better to know and not need it, than to need it and not know about it!
As you noticed, this chapter is of extreme importance not only to this game, but every game you might make. All the code written from this chapter and on will be compliant with the state architecture which makes it a good reason to grasp these concepts the best you can!
The next chapter will concern the graphical user interface of the game. We will discuss how to implement a basic version of a widget hierarchy...