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To get the right animation scale I always setup a new scene with simple animation for each sprite, with no blending, in order to avoid any scaling going on. From there, most of the time the sprites are animated using a fixed animation key. So for an infinite frame, I can set up multiple animation callbacks on a unique sprite, each responding to a different animation key. You just have to work on grouping them together in an efficient way.
In testing, there is no sound effect for keys, but you can use AudioEngine.playEffect() to play both type of sounds, and AudioEngine.playEffect() combined with a button press to listen for touch. You can also use AudioEngine.playEffects() to play back a sound from a file on the filesystem in order to better simulate the effect.
The Windows developers and enterprises are putting a lot of effort into getting native apps working in Linux. No pressure. When a long time Linux user I also get some serious advantages of being able to use the Windows Subsystem for Linux. It may be great. It might not. I am not going to spend the time to try it out. If Windows 10 fails, I will have to go back to my tribal knowledge of trying out various Linux distros on computers. I don't enjoy that and I have no time for that. If the Windows Subsystem for Linux fails, I will have to put up with it, but try not to let Linux cause me to lose time and go back.
So if I go back to using 3D graphics it will be quite a while before I can work on the game again. I am thinking about making a second cover for it, but will have to work on it again when I get back to it.