Reputation: 269
I'm stuck looking for the right way to stop a setTimeout call recursive function. I want to be able to restart an animation without having to wait for the animation to finish.
Any help would be awesome!!
var viewArray = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10];
var started = 0;
function animator() {
if (!started) {
console.log("Start... ");
started = 1;
var i = 0;
count = 1;
(function iterator() { // <-- how can I kill this iterator function when the user clicks stop
document.getElementById("output").innerHTML = viewArray[i];
if (++i < viewArray.length) {
setTimeout(iterator, 1000);
count++
if (count >= viewArray.length) {
started = 0;
} //when animation complete (number reaches 10) allow start animation button to work again
}
})();
} else {
console.log("Wait..."); // inactivate button
}
started = 1;
}
<div id="output" style="margin: 40px; font-size:130px"></div>
<div style="margin: 40px;">
<button id="on" onclick="animator();">Start Animation</button>
</div>
<div style="margin: 40px;">
<button id="off">Stop Animation</button>
</div>
Upvotes: 2
Views: 6176
Reputation: 102
I'd probably use setInterval/clearInterval outside your interval function. You definitely want recurring intervals instead of single timeouts when you think about it.
So basically:
var something;
function start() {
something = setInterval(interval, 1000);
}
function interval() {
//animation code
}
function stop() {
clearInterval(something);
}
Upvotes: 2
Reputation: 30015
You can easily solve this with state. Simply add a variable to your code called
var isRunning = false;
which it to true
when you start the animation, and false
to stop the animation. Then inside your iterator
function, check to see if isRunning
is false
. If isRunning === false
, you don't call the next setTimeout
, hence stopping the animation.
Upvotes: 3