In Flinto, micro-interactions are contained inside "behaviors". We'll kick it off by defining a simple behavior with two states and a tap.
Building a basic behavior is fairly straightforward, but lets take it a bit further by adding some more detailed animations to a behavior.
Most components have many more than just two states. On this detail level, there are quite a few micro-interactions that can be defined as part of one behavior.
One of Flinto's fortés is the ease with which you can build transitions, no matter how many layers are moving around and changing. Let's make this boring transition compl...