Which line of code would stop the animation in the provided ball movement program?

Study for the CodeHS Animation and Games Test. Enhance your coding skills with flashcards and multiple-choice questions, featuring hints and explanations. Get ready for your exam!

The correct choice for stopping the animation in the ball movement program is to use the stopTimer function, specifically with the draw function as an argument. In animation programming, the draw function is often responsible for rendering the frames of the animation at set intervals. By calling stopTimer(draw), you effectively cease the repeated execution of the draw function, halting the ongoing animation.

This method effectively allows for a clean and controlled cessation of the animation process, which is crucial for maintaining performance and resource management in graphical applications. Stopping the draw function directly ties to halting visual updates on the screen, making it a precise way to stop the animation.

Other options may involve stopping timers or clearing timers that are not directly related to the draw function, which would not specifically address the ongoing animation loop. Thus, the best approach is to halt the function that controls the animation's visual updates.

Subscribe

Get the latest from Examzify

You can unsubscribe at any time. Read our privacy policy