I have a question not necessarily specific to any platform or API but more specific to interactions in code between animations.
A game is a good example. Let's say the player dies, and there's a death animation that must finish before the object is removed. This is typical for many cases where some animation has to finish before continuing with what ever action that would normally follow. How would you go about doing this?
My question is about the control and logic of animation. How would you design a system which is capable of driving the animation but at the same time implement custom behavior?
The problem that typically arise, is that the game logic and animation data become codependent. That is, the animation has to callback into code or somehow contain meta data for duration of animation sequences. What's typically even more so a problem, is when an animation, which has to trigger some other code, say after 1.13s spawn a custom sprite, this tend to result in deep nesting of code and animation. A bomb with a timer would be en example of both logic and animation where both things interact, but I want to keep them as separate as possible.
But what would you do to keep animation and code two separate things?
Recently I've been trying out mgrammar, and I'm thinking, a DSL might be the way to go. That would allow the animation or animator, to express certain things in a presumably safe manner which would then go into the content pipeline...