Both move and wait commands are blocking commands. Now messages are acted upon 
when the code runs. If you would like several things happen at the same time 
you would need to use “send to me in time” where you then would have to check 
current position and set the new position based on this. You could then change 
icons based upon the location of the object you move.

An easier way would be to make the path with series of individual graphics, and 
set icons depending on which graphic you currently  use as path. This may work 
better if this is something you would like your students to try.

Tore


> 26. jun. 2016 kl. 17.30 skrev Richmond <[email protected]>:
> 
> It is very easy to draw and/or generate a *multi-point vector path* on a stack
> and then *animate* a control to move along it like this:
> 
> *move* the *btn* "button" to the points of the *graphic* "wiggle" in 30 secs
> 
> but is looks, frankly, bl**dy silly except in the most trivial of instances.
> 
> So I had the "daft" idea of using either:
> 
> a button with a rapidly changing *icon*,
> 
> or
> 
> a graphic object with a rapidly changing *backPattern*
> 
> to give the illusion of *animation* in a way that is, at least, a bit less 
> silly.
> 
> HOWEVER  . . .
> 
> It seems that commands such as
> 
> move the btn "button" to the points of the graphic "wiggle" in 30 secs
> 
> are very difficult to*interrupt* with*animation sequences* such as this:
> 
> set the icon of btn "button" to the id of img "prawn1"
>   wait 3 ticks
> set the icon of btn "button" to the id of img "prawn2"
>   wait 3 ticks
> set the icon of btn "button" to the id of img "prawn3"
>   wait 3 ticks
> set the icon of btn "button" to the id of img "prawn4"
>   wait 3 ticks
> 
> AND, in an*ideal situation* that sort of sequence of commands should NOT 
> interrupt
> the move command but run *concurrently*.
> 
> Richmond.
> 
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