Hi Sean, In Bloc it is exactly as described in the forwarded email. There is no #step, instead everything is handled using a single unified concept of "Animation. Consider the following example of animated translation:
element := BlElement new > background: (BlBackground paint: Color blue); > size: 100 @ 100; > relocate: 100 @ 100. > > (BlTransformAnimation translate: 200 @ 200) > easing: BlEasing bounceOut; > duration: *2 seconds*; > startOn: element. > element Note, that duration is actually defined as Duration. Example above will finish after 2 seconds regardless of how many frames actually passed. Cheers, Alex On 26 November 2017 at 00:02, Sean P. DeNigris <[email protected]> wrote: > I saw this on the Squeak ML [1] and wondered how/if this applies to Bloc… > > > marcel.taeumel wrote > > You can do a lot of stuff with plain morphs and stepping, too. In the > > Animations framework, the focus was on a more convenient programming > > interface that decouples system load and animation time. So, even if your > > Squeak image has plenty of things to do, the animation X will finish > > after, for example, 250 ms. Yet, you might only see the first and the > last > > update then. :D In some way, the Animations framework is kind of Morphic > > stepping but it offers each participant a synchronized progression of > > time, which can then be used to update or interpolate the animation > > progress. Such things are difficult with Morphic stepping because the > > "call me again in 20 ms" via #stepTime treats time different for each > > morph. > > 1. http://forum.world.st/Fun-with-Animations-tp5029046p5030234.html > > > > ----- > Cheers, > Sean > -- > Sent from: http://forum.world.st/Pharo-Smalltalk-Developers-f1294837.html > >
