Animation: finish event
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).
Syntax
Use the event name in methods like addEventListener(), or set an event handler property.
addEventListener('finish', event => { })
onfinish = event => { }
Event type
An AnimationPlaybackEvent. Inherits from Event.
Event properties
In addition to the properties listed below, properties from the parent interface, Event, are available.
AnimationPlaybackEvent.currentTimeRead only-
The current time of the animation that generated the event.
AnimationPlaybackEvent.timelineTimeRead only-
The time value of the timeline of the animation that generated the event.
Examples
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
var endingUI = document.getElementById("ending-ui");
var 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
| Specification |
|---|
| Web Animations # dom-animation-onfinish |
| Web Animations # finish-event |
Browser compatibility
BCD tables only load in the browser