During evaluating version 1.8.8 (Beta) of the WME i made some tests with the actor movement/animation and tried some things a player probably never would do, but can do.
I noticed that if the player continuously clicks at the same position the actor's animation always restarts from beginning while walking to this position. This also happens if the player clicks on another position while the actor is already walking but does not change the direction.
The first problem can be dealt with for example by extending the "scene.script" like this
#include "scripts\base.inc"
actor.LastX = -1000; // an init value which is different from a valid position value
actor.LastY = -1000; // an init value which is different from a valid position value
////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
// when the scene is left-clicked, just send the actor to the specified point
// if the actor is not already walking to it.
{
}
}
The second problem can be weakend by defining a dead zone
#include "scripts\base.inc"
var diff;
actor.LastX = -1000; // an init value which is different from a valid position value
actor.LastY = -1000; // an init value which is different from a valid position value
////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
// when the scene is left-clicked, just send the actor to the specified point
// if the actor is not already to a point near it.
if ( diff.x > 50 || diff.y > 20) // experimental values for the dead zone
{
}
}
But this solution looks a bit dirty to me. Therefore it might be helpful if the engine itself could take care of these cases.