Java Reference
In-Depth Information
// at 10 seconds, set x/y to target value
at(10s) {
x => 1000 tween Interpolator.LINEAR;
y => 1000 tween Interpolator.LINEAR;
}
]
};
// play from current position, which at start is 0
timeline.
play
();
timeline.
pause
();
// pause
timeline.
play
();
// resume at pause point
timeline.
pause
();
timeline.
time
= 1s;
// set the current time to 1 second
timeline.
play
();
// resume play at 1 second
// stop and reset start time to the Start Time
timeline.
stop
();
When the timeline plays, it starts, by default, at time zero; then, while it progresses
to the next specified time (10 seconds in the preceding example), the interpola-
tors for each target value are repeatedly invoked so that the animation can provide
a smooth transition from the original value to the final target value. The runtime
system decides how to break up the interval between key frames in order to have
smooth movement; however, this can be influenced by load and capabilities of
the client's machine. Insufficient compute power may result in jerky animations.
The function
play()
starts the timeline from its current position. There is also a
playFromStart()
function that always starts at the initial position. The func-
tion,
pause()
, stops the play at the current position, and a subsequent
play()
resumes the timeline from that position. Finally, the
stop()
function stops the
play and resets the timeline to the initial position.
By default,
autoReverse
is turned off, so the timeline only progresses forward,
repeatCount
is 1.0, so that the timeline only cycles once, and the
rate
is 1.0, so
the animation runs at normal speed.
You can examine several instance variables to determine the current state of the
timeline. First, the instance variable,
running
, indicates whether the timeline has
been started or stopped. Notice that a paused timeline is still in the running state,
but the
paused
instance variable is true. To detect that the timeline is playing, it
is necessary to check
running
for true and
paused
for false.
The
currentRate
instance variable indicates the current speed and direction of play.
A negative
currentRate
indicates the timeline is playing backwards. Therefore, if
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