Game development
Organize scenes without tangled state
A title screen, a playfield and a result screen each need a clear entry and exit. A scene should release its input listeners and timers when it no longer owns the screen.
Write down the state transferred between scenes. Prefer a small result object to a shared collection of mutable values that any screen can change.
Continue the study
Work through a small code example, make one deliberate change and record the effect. The reading links below connect this exercise with animation, input and retro game design.