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Ok, I mentioned a state machine in another sub thread. It’s not as bad if you already have a state machine.
It’s still adding more complexity though - again when the value is updated. You still need to change the state when saving. You need to decide which state to use when starting the game.
There is still risk of screwing that up when refactoring. And still the value is nearly none.
Regarding state mchines, it’s a complexity in itaelf to add random flags ro the state machine. Next time you want to add another flag you need to double all the states again, e.g. PAUSED, PAUSED_AND_SAVED, PAUSED_AND_MUTED, PAUSED_AND_SAVED_AND_MUTED. I would never add mute to the logic of the menu but that’s the pnly example I could come up with. Maybe you see my point there, at least?
I’m sorry I don’t getting your point . You start off by agreeing that you don’t like the extra complexity that the update statements give. Then do some pseudo code of something entirely different where we all already agree is not an issue.
Then at the end your conclusion is that it is totally feasible. Why? You still didn’t adress the problem of updating the state