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Delaying an animation #101
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I think this is best done by putting a |
Thanks Ed, that makes sense. |
Just to note that in some cases, if you're animating in transitions with a yielded timeout above the transition declarations, the animation can quickly 'flash' its initial state. import { wait } from 'ember-animated'
export default function * ({ insertedSprites, duration }) {
yield wait(100)
for (let sprite of insertedSprites) {
sprite.startAtPixel({ y: sprite.element.getBoundingClientRect().top + 20 })
opacity(sprite, { to: 1, duration })
move(sprite, { easing: easeOut })
}
} Setting an initial opacity fixes this: export default function * ({ insertedSprites, duration }) {
for (let sprite of insertedSprites) {
opacity(sprite, { to: 0 })
}
yield wait(100)
for (let sprite of insertedSprites) {
sprite.startAtPixel({ y: sprite.element.getBoundingClientRect().top + 20 })
opacity(sprite, { to: 1, duration })
move(sprite, { easing: easeOut })
}
} |
@willviles thanks! Opened an issue for it, want to try to start tracking these |
Liquid Fire has a
delay
attribute that can be set to delay the start of an animation. The equivalent functionality appears to be missing in ember-animated. Is that the case, or if not, is it possible to delay an animation?The text was updated successfully, but these errors were encountered: