[squeak-dev] Fun with Animations

LEnglish LEnglish5 at cox.net
Mon Nov 20 17:59:40 UTC 2017


The Saucers! webpage specifically says “for Windows.” Why are you distributing a squeak game that is windows-only?

L



"Debugging is twice as hard as writing the code in the first place.
Therefore, if you write the code as cleverly as possible, you are,
by definition, not smart enough to debug it."
-Brian Kernighan



> On Nov 19, 2017, at 02:43, Stéphane Rollandin <lecteur at zogotounga.net> 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.
> 
> This is the very same idea I had for my Space Invaders game. Very efficient for smooth motion, indeed.
> 
> (Saucers! http://www.zogotounga.net/comp/saucers.htm)
> 
> Stef
> 



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