the current state machine stuff is very basic. It would be nice(r) to have maybe routines being the states, so you can change between simple behaviours, not just animations. For example move/rotate/scale, etc. Or have entry/exit defs that could be run when your enter/leave a state.
try current /state implementation for commands (e.g. /state/next?).
maybe advance to next state with _on_command_finsished() listeners.
previous point might not work, because signals are universal. So when one command emits the signal, it might have unexpected behaviour by calling next() on all state machines. Maybe it needs a filter.
another issue with state machines is where the animations have different sizes (in pixels), then you'd like a size factor per animation to compensate. E.g. transition from a 1024x1024 sprite to a 256x256...should maybe have an option to match the bounding box size?
move/rotate/scale
, etc. Or have entry/exit defs that could be run when your enter/leave a state./state
implementation for commands (e.g./state/next
?)._on_command_finsished()
listeners.next()
on all state machines. Maybe it needs a filter.