Playback State
Different types of states are used to perform different actions.
Quick start:
addStateMachine({      descriptor: {        ...      },      states: [        {          name: "...",          type: "PlaybackState",          mode: "Forward",          speed: 1,          use_frame_interpolation: true,          autoplay: true,          loop: true,          marker: "bird"        },      ...State types available:
You define a states’ type by defining the ‘type’ property.
PlaybackState
type: “PlaybackState”
A playback state allows you to control how the animation will play when entering this state. The available configuration options are:
animationId?: string
Loads the animation with this id from the .lottie file.
loop?: boolean
Defaults to false if not defined.
autoplay?: boolean
Defaults to false if not defined.
mode?: string
The play mode to apply to the animation. Can either be:
- Forward
- Reverse
- Bounce (Play animation from start to end and then end to start)
- ReverseBounce (Play animation from end to start and then start to end)
speed?: number
Animation playback speed.
marker?: string
Use the marked segment contained inside the animation file.
segment?: [number, number]
Define a start and end frame to use.
use_frame_interpolation?: boolean
Activate frame interpolation. Defaults to true.
reset_context?: string
⚠️ Not implemented.
Resets the context value with the passed id to its default value. Using ”*” will reset all context variables to their default values.
entry_actions?: []
⚠️ Not implemented.
Entry actions allow you to perform a certain action when entering the state:
- Play sounds
- Open a URL
- Set a context variable’s value
- Use a theme file
exit_actions?: []
⚠️ Not implemented.
Exit actions allow you to perform a certain action when entering the state:
- Play sounds
- Open a URL
- Set a context variable’s value
- Use a theme file
SyncState
⚠️ Not implemented.
Allow syncing an animation’s frame to a context variable, allowing for interactions such as playing on scroll.
GlobalState
⚠️ Not implemented.