I've been implementing a simple visual novel game using the Dialogizer module. I wonder if I could render an animation in a canvas using the zazz.flibook while in the "dialog" mode? Let's say I have the following code
`on view do
alarm.animated: 0
alarm.show:"none"
dd.open[deck]
dd.say[deck.cards["intro_dialogs"].widgets["dialog"].value]
dd.close[]
end
`
While in `intro_dialogs:dialog` I have something like
`
Phrase 1
Phrase 2
!play:track
Phrase 3
!alarm
`
There is a command handler in the card's script:
`
on command x do
# alert["" fuse "intro:got command:", x]
if x like "play:*"
track:(":" split x)[1]
if !(track = "stop")
play[track "loop"]
else
play[0 "loop"]
end
end
if x~"alarm"
alarm.animated: 1
alarm.show:"transparent"
end
end
`
Where `alarm` is a canvas with the `on view` handler that runs a zazz.flibook.
Upon reaching the `!alarm`, the alarm canvas becomes visible but no animation. And only after `dd.close[]`, the zazz kicks in. I read in the tutorial that `dd.say` is synchronous – it blocks the global event loop – while it would still call the `on animate` handler every now and then. But, I guess, I can't use zazz in this handler?