Closed lewang closed 10 years ago
When does it happen? Is it a callback that's immediately after, or any time later?
The internal reqeustAnimationFrame loop should be stopped, so at most it should only have 1 more frame to trigger such a callback. I should probably remove it entirely, but it'd be good to know when this is happening.
I continue to get callbacks every second until timer goes down to 0.
On Mon, Jul 7, 2014 at 12:40 PM, wimbarelds notifications@github.com wrote:
When does it happen? Is it a callback that's immediately after, or any time later?
The internal reqeustAnimationFrame loop should be stopped, so at most it should only have 1 more frame to trigger such a callback. I should probably remove it entirely, but it'd be good to know when this is happening.
— Reply to this email directly or view it on GitHub https://github.com/wimbarelds/TimeCircles/issues/55#issuecomment-48203721 .
Le
For some reason cancelAnimationFrame doesn't seem to be working properly, I'm changing it so the update function checks this.data.paused
before queuing another frame.
[edit] Actually... That was probably causing the problem. The next frame was queued after the eventListeners were fired. If the eventListeners called .stop() and through that triggered cancelAnimationFrame-- after all that happened it would continue with the rest of the update function, which would start the whole thing back up. That should be fixed now anyway.
Did a release, let me know if you still have any problems.
I'm seeing this with a countdown timer.