This engine uses threads for animation by looping through frames, each frame being a single thread of execution, enabling us to have more control over animation. Therefore we can coordinating two entities running independently to lock them both by their id's. For example, a character can block a punch from another character, which "locks" in place independent frames from two mutual entities running concurrently in their own time zones, by using their thread id's. There we can invoke instance() function to inject additional algorithm before having the two halted threads (or the entire game) to proceed.
Background and foreground and character overlaps are managed by setting z-index.
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