No one else better known has jumped in and said it, so I will!
We program in an OOP Language (JAVA) if you don't understand what OOP means, look it up (then do some serious thinking about your choice in hobby / career) We have these great things called Classes, and they allow up to group similar data and methods into a logical structure. The answer for hard to navigate, bloated, and confusing code is almost always going to be; "Lets make another class!" /rant
For your particular scenario, I would recommend making a abstract class / interface (depends on mood this time
) which is
a state. I am assuming you have an update method and a render method somewhere in your big, giant, monolithic, dresser drawer of a main class. So instead of all
your logic and all
your rendering for the whole entire game being stuffed into these two (I hope they are separate) methods, simply have these call the current states update and render methods. When you transition from Battle to FinishBattle, simply swap out the current state.
I could take another five minuets adding code examples, but honestly I believe in your intelligence, and would hate to insult you by giving you what you can already figure out. If this is not the case simply ask
BTW: Laugh with my words, and don't take offense. I am trying to help in the cheekiest way I know how.