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May 25, 2012 at 18:50 comment added Sean Middleditch Right, but again, that can be handled at a different level. There's plenty of reasons to have menus active during game play, for instance. Instead of having different states to deal with game mode and menu mode, allow both to coexist. Even when both want to use the same keys, a (very simple) input manager can easily deal with such things.
May 25, 2012 at 16:06 comment added Casey "...There's little reason for each level to have its own input..." True, but each state may have different input requirements but performed with the same key(s). (In the example given each actual game level just falls through to a common input-handling function while the title screen and end-game screens do different things as well)
May 24, 2012 at 17:05 history answered Sean Middleditch CC BY-SA 3.0