I\'d like to know how to call the animate
function through requestAnimationFrame
only when it\'s realy needed. Currently the animate
i
You need to implement a condition so you can break the loop, for example (adopt as needed):
var isRunning = true;
function loop() {
... funky stuff here ...
/// test condition before looping
if (isRunning) requestAnimationFrame(loop);
}
Now when you set isRunning
to false
the loop will break. For convenience it's recommended that you have a method to start and stop the loop:
function startLoop(state) {
if (state && !isRunning) {
isRunning = true;
loop(); /// starts loop
} else if (!state && isRunning) {
isRunning = false;
}
}
The condition can be set by anything you need it to be set by, for example on a callback after an animation has finished etc. The important part is that the condition flag is available to both scopes using it (ie. most commonly in the global scope).
UPDATE:
More specific in this case is that your condition (radius) will never reach the condition required to eventually stop the loop.
Here is what you can do to fix this:
var isPlaying = false;
function animate(){
/**
* To make sure you will reach the condition required you need
* to either make sure you have a fall-out for the steps or the
* step will become 0 not adding/subtracting anything so your
* checks below won't trigger. Here we can use a simple max of
* the step and a static value to make sure the value is always > 0
*/
if(mouseover){
radius += Math.max( ((targetRadius-radius)/ease)*speed, 0.5);
} else {
radius -= Math.max( ((radius-baseRadius)/ease)*speed, 0.5);
}
/**
* Now the checks will trigger properly and we can use the
* isPlaying flag to stop the loop when targets are reached.
*/
if(radius >= targetRadius) {
radius = targetRadius;
isPlaying = false; /// stop loop after this
} else if (radius <= baseRadius) {
radius = baseRadius;
isPlaying = false; /// stop loop after this
}
drawDday(radius);
/// loop?
if (isPlaying === true) requestAnimationFrame(animate);
}
In order to trigger the loop we use a method that will check if the loop is running, if not it will reset the isPlaying
flag and start the loop. We do this inside both mouseover
and mouseout
:
canvas.on('mouseover', function(e){
mouseover = true;
startAnim();
}).on('mouseout', function(){
mouseover = false;
startAnim();
});
The method is simply checking isPlaying
and if not set it set it to true and starts the loop - this so that the loop is only started once:
function startAnim() {
if (!isPlaying) {
isPlaying = true;
requestAnimationFrame(animate);
}
}
In the demo I added console logging to show when the loop is running and when targets are hit.
Hope this helps.