Baseline Widely available
The finish
event of the Animation
interface is fired when the animation finishes playing, either when the animation completes naturally, or when the Animation.finish()
method is called to immediately cause the animation to finish up.
Note: The "paused"
play state supersedes the "finished"
play state; if the animation is both paused and finished, the "paused"
state is the one that will be reported. You can force the animation into the "finished"
state by setting its startTime
to document.timeline.currentTime - (Animation.currentTime * Animation.playbackRate)
.
Use the event name in methods like addEventListener()
, or set an event handler property.
addEventListener("finish", (event) => { })
onfinish = (event) => { }
Event type Event properties
In addition to the properties listed below, properties from the parent interface, Event
, are available.
AnimationPlaybackEvent.currentTime
Read only
The current time of the animation that generated the event.
AnimationPlaybackEvent.timelineTime
Read only
The time value of the timeline of the animation that generated the event.
Animation.onfinish
is used several times in the Alice in Web Animations API Land Growing/Shrinking Alice Game. Here is one instance where we add pointer events back to an element after its opacity animation has faded it in:
// Add an animation to the game's ending credits
const endingUI = document.getElementById("ending-ui");
const bringUI = endingUI.animate(keysFade, timingFade);
// Pause said animation's credits
bringUI.pause();
// This function removes pointer events on the credits.
hide(endingUI);
// When the credits are later faded in,
// we re-add the pointer events when they're done
bringUI.onfinish = (event) => {
endingUI.style.pointerEvents = "auto";
};
Specifications Browser compatibility See also
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4