(LibGdx) Controlling an animation

I’m trying to get an animation to start until it finished whenever I click the screen. I can’t get it to stop looping.

public class DungeonedFate implements ApplicationListener {
	
	boolean animateIt = false;
	
	
    private static final int        FRAME_COLS = 6;         // #1
    private static final int        FRAME_ROWS = 5;         // #2

    Animation                       walkAnimation;          // #3
    Texture                         walkSheet;              // #4
    TextureRegion[]                 walkFrames;             // #5
    SpriteBatch                     spriteBatch;            // #6
    TextureRegion                   currentFrame;           // #7

    float stateTime;                                        // #8

    @Override
    public void create() {
        walkSheet = new Texture(Gdx.files.internal("sprite-animation1.png")); // #9
        TextureRegion[][] tmp = TextureRegion.split(walkSheet, walkSheet.getWidth()/FRAME_COLS, walkSheet.getHeight()/FRAME_ROWS);              // #10
        walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
        int index = 0;
        for (int i = 0; i < FRAME_ROWS; i++) {
            for (int j = 0; j < FRAME_COLS; j++) {
                walkFrames[index++] = tmp[i][j];
            }
        }
        walkAnimation = new Animation(0.025f, walkFrames);      // #11
        spriteBatch = new SpriteBatch();                // #12
        stateTime = 0f;                         // #13
    }

    @Override
    public void render() {
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);                        // #14
        stateTime += Gdx.graphics.getDeltaTime();           // #15
        currentFrame = walkAnimation.getKeyFrame(stateTime, animateIt);  // #16
        spriteBatch.begin();
        spriteBatch.draw(currentFrame, 50, 50);             // #17
        spriteBatch.end();
        
        checkClick();                               ////////////////////
    }
    
    public void checkClick() {
    	if(Gdx.input.isButtonPressed(0)) {
    		animateIt = true;
    		
    		System.out.println("Start you animation!");
    	}
    }

as you can see it loops once, then when my (invisible) mouse clicks the screen; it restarts and never stops. This is as close as I could get after failing miserably multiple times.