Chances are that your are defining a
Stack<GameState> gameStates
in your GameStateManager to manage your GameStates.
If so, you could do some reading on using a Stack. Anyway, here's what could do to solve your problem:
I'm assuming you have the following structure in your GamestateManager;
public void setState(int state){
popState();
pushState(state);
}
public void pushState(int state){
gameStates.push(getState(state));
}
public void popState(){
GameState g = gameStates.pop();
g.dispose();
}
private GameState getState(int state){
if(state == MENU) return new Menu(this);
if(state == PLAY) return new Play(this);
return null;
}
When you click your start button in your Menu-GameState, you'll want to launch the Play-GameState.
Now, instead of using the setState method, which removes the top state (pop) and then pushes the new state. Try using only the pushState method. This will put your new Play-GameState on top of your Menu-GameState in the GameState-Stack.
When you're done playing, you can pop your Play-GameState and the Menu-GameState should reappear. But this time it won't instantiate a new Object, but reuse the one you used when you started the game.
// in the Menu-GameState:
public void startPlay() {
gsm.pushState(GameStateManager.PLAY);
}
// in the Play-GameState:
public void playerEnded() {
gsm.popState();
}
This won't affect gameplay performance as you would render and update your game with only the GameState that is on top of the Stack, like this:
public void update(float dt) {
gameStates.peek().update(dt);
}
public void render() {
gameStates.peek().render();
}
The peek method takes the GameState from the top of the Stack, but leaves it there.
The only downside is that the Menu-Gamestate would stay in-memory during your Play-State.
Also, if this method works, you could still do it your way, but you should check the way your Menu-GameState is instantiated and identify problems when it's instantiated twice.