[dojo-contributors] dojo.fx.lite

Bryan Forbes bryan at reigndropsfall.net
Mon Apr 24 11:17:27 EDT 2006


	That's not a bad idea, but the Animation returned from .combine() would 
have to be an extended Animation because it would have to be able to 
count how many "onEnd"s were fired and then fire off its "onEnd".  Any 
clue how to do that?

-Bryan Forbes

Tom Trenka wrote:
> If the purpose is to fire off a single onEnd event when all animations 
> of a combine are finished, essentially we have a single animation 
> comprised of several animations, no? Then what if combine was a static 
> method of Animation that returned a new animation?  Something like:
> 
> Animation.combine(anim1,anim2,anim3).chain(anim4, 
> anim5.chain(anim6)).play()?
> 
> Would that work for people?
> 
> (Animation in this case being fx.lite.Animation)
> 
> trt
> 
> On 4/24/06, *Sandro Magi* <smagi at naasking.homeip.net 
> <mailto:smagi at naasking.homeip.net>> wrote:
> 
>     Tom Trenka wrote:
>      > After helping Bryan with the code, I would definitely say 2
>     things here:
>      >
>      > 1. Chain and combine really are two separate things. Take this
>     example:
>      >
>      > anim1.chain(anim2, anim3.chain(anim5), anim4).play()
>      >
>      > which would play the following, in order:
>      >
>      > anim1 --> anim2
>      >           anim3 --> anim5
>      >           anim4
>      >
>      > (note that none of these animations need to be the same duration,
>     the
>      > key is chaining them effectively)
>      >
>      > Effectively, this gives you both chain and combine.  The reason
>     for the
>      > combine (Bryan, correct me if I'm wrong) was if you wanted to start
>      > several animations at once.
> 
>     Right, which is why I suggested:
> 
>     chain -> new Animation(...)
>     combine -> new Parallel(...) or new Concurrent(...)
> 
>     Sorry if this wasn't clear.
> 
>     Sandro
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