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Newcomers AppGameKit Corner / [SOLVED] How to stop processing until an animation completes?

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Golelorn
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Joined: 20th Nov 2016
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Posted: 22nd Jul 2018 22:39
Let's say you want to do an elaborate animation, but you don't want anything else processing while the animation is going on - thinking when you kill a creature the animation is a bit more elaborate.

I can only think of adding a global "switch" and an if statement in the main loop. Do you guys think there is a better way?

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Ortu
DBPro Master
12
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 23rd Jul 2018 00:58
I set up an animation handler, in which I manually calculate and set the active frame which also let's me control follow up animations and callback functions to execute when the animation ends
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Richard_6
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Posted: 23rd Jul 2018 12:54
GetTweenSpritePlaying / GetTweenObjectPlaying maybe?
Supertino
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Location: Behind you!
Posted: 25th Jul 2018 08:43 Edited at: 25th Jul 2018 08:43
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A little extreme but you could lock it in a while loop;

Golelorn
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Joined: 20th Nov 2016
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Posted: 14th Aug 2018 01:14
Exactly what I wanted Supertino. I always forget the power of repeat and while. I wanted something like the kill scenes in Mortal Kombat, God of War, etc. where everything stops until the animation completes.

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