Thank you for suggesting Action.call. This is exactly what I needed. I had overlooked this in the documentation.
In the end, I created a sub class of the SpriteNode and modified the run_action method to add an action.call at the beginning and end of the action sequence. So every card that gets animated adds it’s name to stack of actions that are currently animating.
I am creating a turn based game and would like to run action sequences on SpriteNodes then once finished run some code then another action sequence.
Is it possible to detect when an action or action sequence has finished? In the documentation there seems to be a paused attribute for nodes. However, I didn’t seem to be able to get anything other than false before and after actions. Any help would be appreciated.