I noticed two attributes I didn't know about: ".anim_event" and ".init_event"
- ".init_event" is the event that starts the animation
- ".anim_event" is the event that stops the animation (and starts the next one)
Both events can contain "click:<anim>" to specify another animation that triggers the first one if clicked (that would be the "chip" graphics in the Supaplex collection), while ".anim_event" can also contain "click" to end that animation when it was clicked. More than one event strings can be specified by using a comma.
What events I can also use for global anims?
Currently only those described above.
Is that possible to make them be controlled by in-game elements?
That would be cool (*very* cool indeed), but is currently not supported/implemented.
Can I use those for the in-game interface?
You can use them on the game screen (when playing a game), but you cannot use them to manipulate the game panel (in-game interface). They can only be used to trigger other animations.
Is that possible to make the title screen change ONLY if I click on the specified button instead of clicking on any part of screen?
No, not directly (but only by using some tricks, like defining clickable transparent graphics covering all areas but the one that should be allowed to be clicked to go to the next title screen, as clickable animations consume those clicks, so they won't trigger the screen change anymore).