So far I am making a game in C++ and SDL, and the way to switch between the different menus and the actual game is via a Finite State Machine, AKA a stack where I put each state (MenuState, GameState...) on top, and only render and update the top of said stack.
Now I need to load assets such as images, and I am thinking of creating a class for each state which will hold all the address of the textures, sound, etc and pass it to each state so that it can render, play sound, etc, properly.
Something like a GameAsset class that I pass to
GameState(GameAsset ga) when I create one, so that
GameState::render() can do its work fast.
Is there any better way (easier to implement, faster, whatever) to do this ? It seem like it's stretched out for me, as I haven't made games on this scale before. Will this become unmaintainable or whatever ?