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
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 Blocâ¦
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
And this is cool because your animation is not dependent on the machine speed Of course a faster machine means smoother animation not shorter one :) On Sun, Nov 26, 2017 at 12:13 AM, Aliaksei Syrel <alex.syrel@gmail.com> wrote:
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 Blocâ¦
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
participants (3)
-
Aliaksei Syrel -
Sean P. DeNigris -
Stephane Ducasse