Newbie question about moving morphs programmatically

Josh Gargus schwa at fastmail.us
Sat Sep 25 20:34:05 UTC 2004


On Sep 25, 2004, at 4:30 PM, Josh Gargus wrote:
>
> Explanation:
> Rotated/scaled morphs are wrapped in a FlexMorph in order to use 
> BitBlt to transform the pixels.  No one
> likes this, and it will go away with Tweak/Croquet.

Oops, I meant TransformationMorph.

>
> On Sep 25, 2004, at 12:47 PM, Anders Conradi wrote:
>
>>
>> On lördag, sep 25, 2004, at 18:10 Europe/Stockholm, Josh Gargus wrote:
>>
>>> Try add the method
>>>
>>> wantsSteps
>>>
>>> 	^ true
>>>
>>
>> Thanks. But I am afraid that doesn't solve my problem.
>>
>> The problem isn't that the morph doesn't move, it is that it moves in 
>> the wrong direction. Exactly which wrong direction is determined by 
>> the morph's orientation. Sorry that I wasn't clear enough.
>>
>>> Joshua
>>>
>>> On Sep 25, 2004, at 10:59 AM, Anders Conradi wrote:
>>>
>>>> Hi,
>>>>
>>>> I am new to this list, squeak and smalltalk in general. I am sorry 
>>>> if this is the wrong list for this kind of questions, but I don't 
>>>> know where else to ask.
>>>>
>>>> I have a simple morph that I want to move by a velocity vector 
>>>> (expressed as a Point). The velocity is expressed in the global 
>>>> coordinate system. What is the proper method for moving the morph? 
>>>> I have tried
>>>>
>>>> localVelocity
>>>> 	^(self globalPointToLocal: self velocity) - (self 
>>>> globalPointToLocal: 0 at 0).
>>>>
>>>> step
>>>> 	self center: self center + (self localVelocity * (self stepTime * 
>>>> 0.001))
>>>>
>>>> and
>>>>
>>>> step
>>>> 	self center: self center + (self velocity * (self stepTime * 
>>>> 0.001))
>>>>
>>>> In both cases "self velocity" returns the velocity as a Point.
>>>>
>>>> I am sure the answer is really easy to find, but I don't know where 
>>>> to look.
>>>>
>>>> Thankful for any answers,
>>>> /Anders Conradi
>>>>
>>>>
>>>
>>>
>>
>>
>
>




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