Hi guys,
Nice new forum! It's been a while... 

 So, still hacking away at my game but I think I'm doing something shifty. I've gotten into a bad habit of wrapping my MovieClip animations into a timer so I can do something after the animation finishes. Ew right?
I have a feeling I should be using an event trigger to tell me that the animation is finished and I can go ahead with another piece of code or function. Try as I might I'm making a mangled mess of it. Any tips? This is the bad me:
| function GameScene:myWeirdnessFunction()
 
	timer1 = Timer.new(2000, 1)
 
	timer1:addEventListener(Event.TIMER, function()
 
		-- My animation.
		mc1 = MovieClip.new{
			{1, 200, PLAYER, {y = {PLAYER:getY(), height/2, "linear"}}}
		}
 
		self:addChild(mc1)
		mc1:play()
 
	end, self)
 
	timer1:start()
end | 
Pretty gross right? If the device is slow, things would get weird fast with this approach. Especially if the madness propagates and I start using it everywhere...
So, I'm guessing I need to do something along the lines of:
|         self:addEventListener(Event.SOME_EVENT_TYPE, function() -- Where self is the game scene presumably.
 
		-- My animation.
		mc1 = MovieClip.new{
			{1, 200, PLAYER, {y = {PLAYER:getY(), height/2, "linear"}}}
		}
 
		self:addChild(mc1)
		mc1:play()
 
	end, self) | 
Then I hook into that somehow to fire off the next function...
I feel like I'm close, but maybe I'm way off. 

 Maybe mc1:addEventListener(args)?                
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