Phil
Phil
Almost opened this exact issue now. I have the same problem - sending the player to different interaction points and upon reaching them any number of actions should be added...
I'm playing around with this in the ActionQueue: ```` public addImmediately(action: IAction, cancelCurrentAction: boolean = false) { if (!this.hasNext()) { this.add(action); } else { this._actions.splice(0, 0, action); if (cancelCurrentAction &&...
Alright, I'm very confused right now and hopefully either writing it down will help or you might have an idea on what's wrong. `moveBy` is dealing in absolute positions, right?...
Bump 
No worries and happy thanksgiving! 🦃 Speaking about holidays, my little project is supposed to be a christmas present so I'm a bit more anxious about it as I'd be...
Ah, that would explain it. I've also found another bug, I think - it's not possible to add multiple `callMethod` actions ```javascript let x = 0; actor.actions.callMethod(() => { console.log('first');...
Ah I see. No matter how many steps are passed to update, it only executes one action. If I call `actor.update(engine, 0);` twice, it works. I assume "counting down" the...
Any news on this issue? Implemented my own version but not happy at all with my own mess...