From Anthony: Animating Xojo, Part 3

In Part 1 we covered the basic history of animating in Xojo using pre-calculated chunks to modify the width of our component. In Part 2 we went a bit further by using linear interpolation(lerp) to calculate our current width at each step of the animation process, and setup for concurrent animation.

In this part we’ll be covering a few different things, chiefly concurrent animations. But that’s not all, as I’ve added a lerpColor function to show you how to animate color changes.

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From Anthony: Animating Xojo Part 2

Continuing with what we previously learned, this version introduces the use of linear interpolation to calculate the current stage of the animation at each step, plus switching to a Dictionary object for variable storage to setup for future parts in this series.

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