[Newbies] Is there an easy way to implement an animation loop?

karl ramberg karlramberg at gmail.com
Thu Jan 5 21:27:41 UTC 2012

Ugh, that is right.
Stepping starts right away for a new morph.
Since you want stepping only at certain times you should use
startSteppingSelector:  and stopSteppingSelector: (and not call that
selector/method #step.)


On Thu, Jan 5, 2012 at 9:00 PM, Teske, Jan <
Jan.Teske at student.hpi.uni-potsdam.de> wrote:

> Thank you, I will try it with stepping. Can you tell my what I have to do
> to prevent stepping as soon as the Morph is created? A 'morph stopStepping'
> in the initialize method is not helping since there is no world for the
> morph at this time. What shall I do instead?
> Thanks!
> ________________________________________
> From: beginners-bounces at lists.squeakfoundation.org [
> beginners-bounces at lists.squeakfoundation.org] On Behalf Of karl ramberg [
> karlramberg at gmail.com]
> Sent: Thursday, January 05, 2012 6:00 PM
> To: A friendly place to get answers to even the most basic questions about
>      Squeak.
> Subject: Re: [Newbies] Is there an easy way to implement an animation loop?
> Hi
> In morphich you should use the step method.
> Just add a step method to the morph and start the stepping when you want
> the animation to start.
> I think you must add a self changed or a self layoutChanged at the end of
> the step method to update the morph.
> It's a little more difficult to block all other morphs from update thou.
> But if they run animation, you can stop their stepping and start it again
> when your animation is done.
> Morphic runs in a single process and using other processes will not
> necessarily give trouble.
> You set the desired time between steps with method stepTime and return the
> millisecond time you would like.
> Karl
> On Thu, Jan 5, 2012 at 2:15 PM, Jan Teske <
> jan.teske at student.hpi.uni-potsdam.de<mailto:
> jan.teske at student.hpi.uni-potsdam.de>> wrote:
> Hi there,
> I try to implement a blocking animation so that the process waits for the
> animation to be terminated before going ahead. This animation should lower
> the extent of a Morph in 20 iterations so that it looks like it would
> shrink.
> I tried to accomplish that in a '1 to: 20 do:' loop but the Morph is not
> updated during the iterations. I tried 'morph changed' but that doesn't
> work either. It does work, however, if I fork the animation loop. But than
> I have an extra process an need Semaphores to wait for its execution.
> That's not as simple as it could be.
> Is there any better way than fork and Semaphore? Maybe some force redraw
> method I have overlooked?
> Thanks in advance!
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