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SequenceAnimation Reference

SequenceAnimation Client Reference

The SequenceAnimation runs several animations one after the other. It can also repeat the sequence of animations for a specified number of iterations (which defaults to a single iteration, but will repeat forever if you specify zero or less iterations). Also, the SequenceAnimation cannot be a child of a (or any animation inheriting from it).

SequenceAnimation Client Properties

Name Description
animations Array of child animations to be played (there are no assumptions placed on order because it will matter for some derived animations like , but not for others like ). To manipulate the child animations, use the functions add, clear, remove, and removeAt.
duration Length of the animation in seconds. The default is 1.
events The collection of event handlers for this behavior. This property should only be used by derived behaviors and should not be publicly called by other code.
fps Number of steps per second. The default is 25.
isActive true if animation is active, false if not.
isInfinite true if this animation will repeat forever, false otherwise.
isPlaying true if animation is playing, false if not.
iterations Number of times to repeatedly play the sequence. If zero or less iterations are specified, the sequence will repeat forever. The default value is 1 iteration.
percentComplete Percentage of the animation already played.

SequenceAnimation Client Methods

Name Description
add Add an animation as a child of this animation.
clear Clear the array of child animations.
dispose Dispose the animation
getAnimatedValue Determine the state of the animation after the given percentage of its duration has elapsed
initialize Initialize the parent along with any child animations that have not yet been initialized themselves
interpolate The interpolate function is used to find the appropriate value between starting and ending values given the current percentage.
onEnd The onEnd method is called just after the animation is played each time.
onStart The onStart method is called just before the animation is played each time
onStep Raises an invalid operation exception because this will only be called if a SequenceAnimation has been nested inside an (or a derived type).
pause Pause the animation if it is playing. Calling play will resume where the animation left off.
play Play the sequence of animations from the beginning or where it was left off when paused
play Create an animation, play it immediately, and dispose it when finished.
raiseEnded Raise the ended event
raisePropertyChanged Raises a change notification event.
raiseStarted Raise the started event
raiseStep Raise the step event
remove Remove the animation from the array of child animations.
removeAt Remove the animation at a given index from the array of child animations.
setOwner Make this animation the child of another animation
setValue Set the current state of the animation
stop Stop playing the entire sequence of animations

SequenceAnimation Client Events

Name Description
ended Adds an event handler for the ended event.
started Adds an event handler for the started event.
step Adds an event handler for the step event.

Last edited Jun 4, 2014 at 11:30 AM by prasannaranib, version 1