Let’s assume a simple match 3 situation where after a match we:
- Wait for user touch to end then
- Check for matched gems (CheckForMatch())
3) Delete matched gems one set after another using some sort of loop (DeleteGems()) - Shift gems down (ShiftGems())
- Generate new gems and have them drop down (RebuildGrid())
Then if there is a match, 2-5 is repeated again until there is no more match.
My code is working properly for this, but I am having a very hard time making events happen one after another correctly. Right now I am using timer.performWithDelay() which means I have to maintain a variable that gets +500 every time a new animation starts (my animation is currently at 500), but it is messy as hell and I would rather use transition.to(onComplete).
Problem is onComplete only works for transition.to, is there a way to use it with functions that contain loops? 2-5 all contain transition.to statements within loops.
I would like to have something like:
- Do transition.to for each display object on the grid that needs to be changed
- When animation ends for every object that had a transition.to in the loop, run the next function without maintaining a delay timer
Is it possible to do this?
Thanks!