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 <sean@clipperadams.com> 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



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Cheers,
Sean
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