An animation is driven by its associated properties, such as size, location and color, etc.
Timeline provides the capability to update the property values along the progression of time.
Timeline, defined by one or more KeyFrames, processes individual KeyFrame sequentially, in the order specified by
KeyFrame.time. The animated properties, defined as key values in
KeyFrame.values, are interpolated (when interpolation is enabled) to/from the targeted key values at the specified time of the KeyFrame to
Timeline's initial position, depends on
Timeline processes individual
KeyFrame at or after specified time interval elapsed, it does not guarantee the timing when
KeyFrame is processed.
Call #play() or #playFromStart() to play a
Timeline progresses in the direction and speed specified by #rate, and stops when its duration is elasped. A
Timeline with indefinite duration (a #repeatCount of #INDEFINITE) runs repeatedly until the #stop() method is explicitly called, which will stop the running
Timeline and reset its play head to the initial position.
Timeline can be paused by calling #pause(), and next play() call will resume the
Timeline from where it was paused.
Timeline's play head can be randomly positioned, whether it is running or not. If the
Timeline is running, the play head jumps to the specified position immediately and continues playing from new position. If the
Timeline is not running, the next #play() will start the
Timeline from the specified position.
Invert the value of #rate can invert
Timeline play direction. Inverting a running
Timeline causes it to reverse direction in play and play back over the portion it has elapsed.
Used to specify an animation that repeats indefinitely, until the
Defines the direction/speed at which the
The absolute value of
Inverting the rate of a running
If user wants to bind the variable and update it simultaneously, bidirectional
Defines the number of cycles in this animation. The
Defines whether this animation reverses direction on alternating cycles. If
Defines the sequence of
The maximum framerate at which this animation will run, in frames per second. This can be used, for example, to keep particularly complex Timelines from over-consuming system resources. By default, a Timeline's framerate is not explicitly limited, meaning the Timeline will run at an optimal framerate for the underlying platform.