Animation Chaining - coldrockgames/gml-raptor GitHub Wiki
From raptor Version 2.0 on, Animation supports chaining and looping of animations, building sequences of animations.
For this, there are three methods available:
.followed_bywill launch another animation when this one finishes.loop_to_startwill restart the first animation of the sequence (thus building a chain of animations).loop_towill jump to a named animation anywhere in the sequence
Here is a little example of how this looks like in code:
animation_run(self, 0, 30, acLinearAlpha)
.followed_by(0, 15, acLinearRotate).set_rotation_distance(-30)
.followed_by(0, 30, acLinearRotate).set_rotation_distance(60).set_name("anchor")
.followed_by(0, 30, acLinearRotate).set_rotation_distance(-60)
.loop_to("anchor", 3)
.followed_by(0, 15, acLinearRotate).set_rotation_distance(30);
At runtime, this looks like this:

This is a very easy-to-understand concept of chaining animations together, building complex workflows with an object.
With a creative usage of the loop_to* methods you can create amazing animated effects that are all handled for you in the engine.
Next to read: Animation Functions (Class)