How to stop a requestAnimationFrame recursion/loop?

♀尐吖头ヾ 提交于 2019-11-27 06:39:37

One way to start/stop is like this

var requestId;

function loop(time) {
    requestId = undefined;

    ...
    // do stuff
    ...

    start();
}

function start() {
    if (!requestId) {
       requestId = window.requestAnimationFrame(loop);
    }
}

function stop() {
    if (requestId) {
       window.cancelAnimationFrame(requestId);
       requestId = undefined;
    }
}

Working example:

const timeElem = document.querySelector("#time");
var requestId;

function loop(time) {
    requestId = undefined;
    
    doStuff(time)
    start();
}

function start() {
    if (!requestId) {
       requestId = window.requestAnimationFrame(loop);
    }
}

function stop() {
    if (requestId) {
       window.cancelAnimationFrame(requestId);
       requestId = undefined;
    }
}

function doStuff(time) {
  timeElem.textContent = (time * 0.001).toFixed(2);
}
  

document.querySelector("#start").addEventListener('click', function() {
  start();
});

document.querySelector("#stop").addEventListener('click', function() {
  stop();
});
<button id="start">start</button>
<button id="stop">stop</button>
<div id="time"></div>

Stopping is as simple as not calling requestAnimationFrame anymore, and restarting is to call it it again. ex)

        var pause = false;
        function loop(){
                //... your stuff;
                if(pause) return;
                window.requestionAnimationFrame(loop);
        }
       loop(); //to start it off
       pause = true; //to stop it
       loop(); //to restart it

I would suggest having a look at the requestAnimationFrame polyfill gibhub page. There are discussions about how this is implemented.

So, after doing some more testing, I've found out that it was, indeed, my other code that posed a problem, not the animation stopping (it was a simple recursion after all). The problem was in dynamically adding and removing the renderer's domElement from the page. After I've stopped doing that, for there was really no reason to do so, and included it once where the initialization was happening, everything started working fine.

I played around with the tutorial of a 2D Breakout Game where they also used requestAnimationFrame and I stopped it with a simple return. The return statement ends function execution if the value of return is omitted.

if(!lives) {
    alert("GAME OVER");
    return;
}

// looping the draw()
requestAnimationFrame(draw);
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