Controlling a timeline in Java

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Controlling a timeline
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The button labeled Start initiates the animation by invoking the timeline s play() function Once the animation is running, the label changes to Stop, and the adjacent Pause button is enabled Clicking the Pause button causes the timeline s pause() function to be calledThis causes the animation to be suspended, and the button s label is changed to Resume No further changes will be made to the animated variables until the timeline is resumed as a result of clicking the Resume buttonTo resume a paused timeline, you just call the play() function againThis function starts or resumes the timeline from its current position but does nothing if the timeline is already running If you want to have the timeline restart from the beginning (which you can do at any time, whether it is currently running or paused), use the playFromStart() function If you click the Stop button, the animation will be stopped by calling the timeline s stop() function Once a timeline has been stopped, both the play() and playFromStart() functions will restart it from the beginning
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Controlling a Timeline
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It is possible to move the timeline forward or backward by an arbitrary amount by setting its time variableThe following code causes the animation to immediately adopt the state that would exist 15 seconds from its start:
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timelinetime = 15s;
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If the animation is paused when this variable is changed, nothing will happen until the function is called Three read-only variables track the state of the animationThe running variable is set to true when play() or playFromStart() is called and becomes false when the animation is stopped It remains true if the animation is pausedThe paused variable reflects whether the animation has been paused Both running and paused are reset to false when the animation is stoppedThe time variable represents the current time within the timeline In this example, the time variable will start from 0s and increment to 3s and then start counting back down to 0s when it reverses at the end of each forward cycleThe values of all three variables are shown continuously in the example shown in Figure 18-6
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play()
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Changing the Speed and Direction of an Animation
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By default, when a timeline is started, it proceeds in the forward direction in real time that is, the time specified for each key frame is the actual time taken to reach that key frameYou can play the animation faster or slower by changing the value of the rate variable, which initially has the value 1 Assigning the value 2 to this variable causes the animation to run at twice the normal speed, so a key frame with a time of 3 seconds would be reached after 15 seconds On the other hand, the value 05 halves the speed of the animation, so this same key frame would take 6 seconds to be reached at that rate In the example shown in Figure 18-6, you can use the Increase Rate and Decrease Rate buttons to add 1 to or subtract 1 from the absolute value of the rate variable Setting the rate variable to 0 (which you can do by clicking the Decrease Rate button) causes the animation to pause The read-only variable currentRate tracks the rate that is in effect at any given time, and is also sensitive to the direction of the animation If you start the animation in Figure 18-6 from the beginning, the circle will roll from left to rate at the standard rate, and currentRate, which is shown below the circle, will be set to 10 If you then click the Increase Rate button, both rate and currentRate will change to 20, and the circle will move fasterWhen the circle reaches the right side of the scene, the animation will reverse (because autoReverse is true and repeatCount has value INDEFINITE), and the circle will start moving from right to leftAt this point, you will see that rate still has the value 20, but currentRate has changed to -20The negative sign indicates that the animation is running in reverseThe absolute value of currentRate always represents the speed of the animation
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