little question. After googling how to do this for 8 hours a day, nothing. Please let me know how to stop a requestAnimationFrame
: simply, just temporarily pause the animation:
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width" />
<head>
<title>Parking Master LVL. 1</title>
</head>
<body>
<h3 id="header-style">Parking Master</h3>
<p class="paraGraph1">How to play:</p>
<ol id="directions">
<p>1. drive into the Green Outlined Square</p>
<p>2. do not crash through the process or the game ends!</p>
<p>3. press "<span><button style="position: relative;
top: -3px;
color: #11fc05;
border: 2px double #11fc05; width: 1.2em; height: 1.2em;"><span style="position: absolute; left: 4px;top: 0px; font-size: 0.6em;">Park</span></button></span>" when you parked in the correct spot.</p>
</ol>
</body>
<link rel="stylesheet" href="style.css">
<!--Game-->
<canvas id="myCanvas" width="600" height="400"
style="border:2px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<button style="position:absolute;left:550px;top:600px;" class="buttonDrive" onmousedown="mouseDown()" onmouseup="mouseUp()">Drive</button>
<button class="buttonPark" onclick="parkDetector()" style="position: absolute;left: 550px; top: 540px;"><strong>Park</strong></button>
<div id="Car-Body">
<script>
var canvas = document.getElementById('myCanvas'),
ctx = canvas.getContext('2d'),
x = 0,
last = performance.now();
function draw(timestamp) {
requestAnimationFrame(draw);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.rect(x, 20, 20, 20);
ctx.fillStyle = "#000000";
ctx.fill();
x += (timestamp - last) / 10;
last = timestamp;
}
</script>
</div>
<script>
var continueAnimating=true;
var carBody = document.getElementById("Car-Body");
// detect if car is parked
function parkDetector() {
if (carBody > 0) {
// If the car Parked in the correct spot
carIsParked();
}
}
// If the car is not parked in the correct spot
if (carBody < 176) {
function carIsNotParked() {
alert("Hmm... it doesn't seem like you parked!");
}
}
function carIsParked() {
alert("You Parked!");
document.body.innerHTML+=p;
document.body.innerHTML+='<button onclick="nextLevel()">Next Level</button>';
}
// Direct the car
var p = '<div></div>';
// Redirect to Next Level
function nextLevel() {
document.getElementsByClassName().innerHTML = '<a href="https://sites.google.com/view/parking-master-lvl2">Next Level</a>';
}
function mouseUp() {
console.log('wow'); // if the "Drive" button is let go of, cancel the animation
}
function mouseDown() {
requestAnimationFrame(draw); // if "Drive" is pressed, draw the animation
}
</script>
Basically when the mouseDown
Is functioned, it should trigger the requestAnimationFrame
, which it does, but when mouseUp
Event is triggered, it should stop the animation. I am new to javascript, and never did jQuery, please help.