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
>
>

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