Similar to Andrew Aylett's answer and assuming an object-oriented language, perhaps you could do something like:
Interface IState {
void init();
void update();
void draw();
}
class GameplayScene implements IState {
void init() {
// initialize gameplay
}
void update() {
// update game logic
}
void draw() {
// draw game
}
}
class MenuScene implements IState {
void init() {
// initialize menu
}
void update() {
// update menu logic
}
void draw() {
// draw menu
}
}
class ScoresScene etc...
class TitleScene etc...
// Somewhere else, probably in the Game class
void Main() {
// Init game
Scene currentScene = new TitleScene;
while (Scene != null) {
Scene.init();
Scene.update();
Scene.draw();
}
// Exit game
}
You would also need to think about how to handle transition between scenes. You could have each scene class have a member variable called something like nextScene and the main function queries it at the start of the loop to switch to the proper scene.
If you don't have the luxury of using an object-oriented programming language (like C++, Java, C#, Python, etc.), both Colin's and Nick D's answers might help, although I'd try to have the switch statement in one place (say one big game_update function) to allow adding new states by making a change in one place. Alternatively, you could build on the Colin's state machine design to make something more generic and that doesn't explicitly require a hard-coded switch statement. (although to be honest I can't think of a good way to do it at the moment)