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Home/ Questions/Q 336991
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T10:17:39+00:00 2026-05-12T10:17:39+00:00

How would I go about telling certain events/animations to fire at a certain time?

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How would I go about telling certain events/animations to fire at a certain time?

I’m trying to make an animated fight scene between a few characters, so what would be the best way to script out their actions like who attacks next and so on?

Here is my sandbox where you can see the 2 left dummies move towards the dummy on the right:
http://vilegaming.com/sandbox.x

How would I make the right dummy attack one of the dummies on the left after they attacked him?

I think what I’m really looking for is how would I setup a schedule of events based on time because not all attacks/animations will be right after each other.

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  1. Editorial Team
    Editorial Team
    2026-05-12T10:17:39+00:00Added an answer on May 12, 2026 at 10:17 am

    Given the complex animation behavior you’re looking for, I would definately limit rampant callbacks and timeouts.

    I would do something like this:

    // first define the atomic animation effects
    
    function first_figure_moves_towards_second_figure() {
        // animation calls
    }
    
    function first_figure_attacks() {
        // animation calls
    }
    
    function second_figure_blocks_attack() {
        // animation calls
    }
    
    
    var animation_script = [
        {
             at_time: 30 * 1000, // 30 seconds
             animation: first_figure_moves_towards_second_figure
        },
        {
             at_time: 31 * 1000, // 31 seconds
             animation: first_figure_attacks
        },
        {
             at_time: 32 * 1000, // 32 seconds
             animation: second_figure_blocks_attack
        }
    ];
    

    Then have a master function with control of the animation script, like this:

    var current_time = 0;
    
    function animate_next() {
        var next = animation_script.shift(),
            time_between = next.at_time - current_time;
        setTimeout(function () {
            current_time = next.at_time;
            next.animation();
            animate_next();
        }, time_between);
    }
    

    With this you can define your animations free from a jumble of callbacks, timeouts and intervals – and instead focus on the animation script and the atomic animation building blocks.

    Edit after comments:

    Note that the names of the functions in the animation script (eg. first_figure_attacks) are function references – stored for later execution. Adding parameters will make them function calls – executing them immediately.

    You can use anonymous functions to add parameters like this:

    var animation_script = [
        {
            at_time: 5 * 1000,
            animation: function () { doAttack('left', '#char1', '#char2', 2000); }
        }
    ];
    

    or maybe more aesthetically pleasing, you can wrap doAttack to return a function reference, like this:

    function doAttack(side, c1x, c2x, speed) {
        // animation calls
    }
    
    function attackAnimation(side, c1x, c2x, speed) {
        return function () {
            doAttack(side, c1x, c2x, speed);
        };
    }
    
    var animation_script = [
        {
            at_time: 5 * 1000,
            animation: attackAnimation('left', '#char1', '#char2', 2000)
        }
    ];
    
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