I'm using Three.js with the WebGL renderer to make a game which fullscreens when a play
link is clicked. For animation, I use requestAnimationFrame
.
I initiate it like this:
self.animate = function() { self.camera.lookAt(self.scene.position); self.renderer.render(self.scene, self.camera); if (self.willAnimate) window.requestAnimationFrame(self.animate, self.renderer.domElement); } self.startAnimating = function() { self.willAnimate = true; self.animate(); } self.stopAnimating = function() { self.willAnimate = false; }
When I want to, I call the startAnimating
method, and yes, it does work as intended. But, when I call the stopAnimating
function, things break! There are no reported errors, though...
The setup is basically like this:
play
link on the pagedomElement
should fullscreen, and it doesstartAnimating
method is called and the renderer starts rendering stufffullscreenchange
event and execute the stopAnimating
methodI'm pretty sure my other code is OK, and that I'm somehow stopping requestAnimationFrame
in a wrong way. My explanation probably sucked, so I uploaded the code to my website, you can see it happening here: http://banehq.com/Placeholdername/main.html.
Here is the version where I don't try to call the animation methods, and fullscreening in and out works: http://banehq.com/Correct/Placeholdername/main.html.
Once play
is clicked the first time, the game initializes and it's start
method is executed. Once the fullscreen exits, the game's stop
method is executed. Every other time that play
has been clicked, the game only executes it's start
method, because there is no need for it to be initialized again.
Here's how it looks:
var playLinkHasBeenClicked = function() { if (!started) { started = true; game = new Game(container); //"container" is an empty div } game.start(); }
And here's how the start
and stop
methods look like:
self.start = function() { self.container.appendChild(game.renderer.domElement); //Add the renderer's domElement to an empty div THREEx.FullScreen.request(self.container); //Request fullscreen on the div self.renderer.setSize(screen.width, screen.height); //Adjust screensize self.startAnimating(); } self.stop = function() { self.container.removeChild(game.renderer.domElement); //Remove the renderer from the div self.renderer.setSize(0, 0); //I guess this isn't needed, but welp self.stopAnimating(); }
The only difference between this and the working version is that startAnimating
and stopAnimating
method calls in start
and stop
methods are commented out.
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
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