     public function get elapsedTime():Number
     {
         return _elapsedTime;
+    }
+
+    
+    //----------------------------------
+    //  elapsedFraction
+    //----------------------------------
+
+    private var _elapsedFraction:Number;
+    /**
+     *  @private
+     *  The current fraction elapsed in the animation, after easing
+     *  has been applied. This value is between 0 and 1.
+     */
+    public function get elapsedFraction():Number
+    {
+        return _elapsedFraction;
     }
 
     //----------------------------------

        if (_invertValues)
            currentTime = duration - currentTime;
    
        var elapsedFraction:Number = easer.ease(currentTime/duration);

        return interpolator.interpolate(elapsedFraction, startValue, endValue);
    }

    /**

import flex.effects.interpolation.NumberArrayInterpolator;
import flex.effects.interpolation.NumberInterpolator;
import flex.events.AnimationEvent;

/**
 * Dispatched when the animation starts. The first 
 * <code>animationUpdate</code> event is dispatched at the 
 * same time.
 *
 * @eventType flex.events.AnimationEvent.ANIMATION_START
 */
[Event(name="animationStart", type="flex.events.AnimationEvent")]

/**
 * Dispatched every time the animation updates the target.
 *
 * @eventType flex.events.AnimationEvent.ANIMATION_UPDATE
 */
[Event(name="animationUpdate", type="mx.events.AnimationEvent")]

/**
 * Dispatched when the animation begins a new repetition, for
 * any effect that is repeated more than once.
 * An <code>animationUpdate</code> event is also dispatched 
 * at the same time.
 *
 * @eventType flex.events.AnimationEvent.ANIMATION_REPEAT
 */
[Event(name="animationRepeat", type="flex.events.AnimationEvent")]

/**
 * Dispatched when the effect ends. An <code>animationUpdate</code> event 
 * is also dispatched at the same time. A repeating animation dispatches 
 * this event only after the final repetition.</p>
 *
 * @eventType flex.events.AnimationEvent.ANIMATION_END
 */
[Event(name="animationEnd", type="flex.events.AnimationEvent")]

/**
 * The Animation class defines an animation that happens between 
