It may not be very good practice, but I use the same method as RPGMakerXP.
$scene is a class that handles a scene.
$scene.main and calls a draw in the window draw method.
In your case, I would create a main menu scene, end screen and a map scene. The map scene can load new maps within itself without requiring a scene change, and therefore leaving assets that exist through both scenes loaded through a comparison.
If this isn't possible at the moment, that's alright. I can work around it for now. It would be nice to have it working correctly at some stage, though - I'll keep an eye out for
#resize in the future.
I just updated to 0.8.5 and it has improved slightly.
When I set the window to close, it creates a new window leaving the old instance open for a little while. While this phantom instance remains, all text renders correctly on the new window. When the phantom window closes (after about 5 seconds) all of the rendered text is drawn as white boxes. The game does continue running, drawing and responding.
I'm running Windows 7 x64, 4GB RAM, Ruby 1.9.3
I'm working on a game at the moment which allows the player to select between different resolutions. To change resolution, the Window is closed and re-initialized with the new resolution as would be expected.
It begins correctly, but 5 seconds in it starts to flicker to black very quickly, and stops drawing new frames. It does keep updating, however, and I can hear the game changing scenes when clicking around randomly.
I saw someone else post about this looking around, but I didn't find out how it can be fixed.Youtube Video
Anyone have any idea how to fix this? I don't want to ask the player to restart it themselves, or make a separate launcher.
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