Harness status: OK Found 18 tests 17 Pass 1 Fail Pass Reversing an animation inverts the playback rate Pass Reversing an animation plays a pausing animation Pass Reversing an animation maintains the same current time Pass Reversing an animation does not cause it to leave the pending state Pass Reversing an animation does not cause it to resolve the ready promise Pass Reversing an animation when playbackRate > 0 and currentTime > effect end should make it play from the end Pass Reversing an animation when playbackRate > 0 and currentTime < 0 should make it play from the end Pass Reversing an animation when playbackRate < 0 and currentTime < 0 should make it play from the start Pass Reversing an animation when playbackRate < 0 and currentTime > effect end should make it play from the start Pass Reversing an animation when playbackRate > 0 and currentTime < 0 and the target effect end is positive infinity should throw an exception Pass When reversing throws an exception, the playback rate remains unchanged Pass Reversing animation when playbackRate = 0 and currentTime < 0 and the target effect end is positive infinity should NOT throw an exception Pass Reversing an animation when playbackRate < 0 and currentTime < 0 and the target effect end is positive infinity should make it play from the start Fail Reversing when when playbackRate == 0 should preserve the current time and playback rate Pass Reversing an idle animation from starts playing the animation Pass Reversing an animation without an active timeline throws an InvalidStateError Pass Reversing should use the negative pending playback rate Pass When reversing fails, it should restore any previous pending playback rate