Game pause and return key issues

for your approach:

also check out the new approach (!) here: Scenes in Processing - #12 by Chrisir

It uses an interface


interface StateInterface {

  // Let's abstract

  // Let's abstract display()
  void showState();
  void keyPressedState();
  void mousePressedState();
}
//

Therefore, you can have the states all using this interface

You can also make keyPressed part of the class

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