I want to create a “game” that instead of being event-driven is mostly theater-style action; a sprite moves, then another sprite moves, then both sprites move at the same time, then the first sprite moves, etc. What’s the strategy for doing sequencing like this? I’d really rather avoid a massive callback chain, if possible (at least in the code - if it gets generated that’s fine). I guess a state machine would be fine, but klunky. I tried to do something with coroutines in which animation transition onComplete callbacks would yield, but that won’t work because of the metamethod/C-call boundary.
Has anyone done this, or has any ideas? [import]uid: 4686 topic_id: 1511 reply_id: 301511[/import]