window.addEventListener('keydown', function(event) {
onKeyDownHandler(event);
}, false);
function onKeyDownHandler(e)
{
var focus_id = e.target.id;
switch (e.keyCode) {
case 13: // enter
if(focus_id == "Text1")
{
alert("function 1");
}else if(focus_id == "Text2")
{
alert("function 2");
}else if(focus_id == "Text3")
{
alert("function 3");
}
return;
}
}
is there anyway i can delay or make sure user dont spam by clicking the enter , how do i set keypress delay on my enter button ? which is the best way set delay timer or remove EventListener?
You can use the jQuery throttle/debounce plugin to only handle call your function when there is a pause in keyDown events.
You can prevent the default action for a period of time after the last Enter keypress:
window.addEventListener('keydown', onKeyDownHandler, false);
var lastEnter = null;
function onKeyDownHandler(e) {
var focus_id = e.target.id;
switch (e.which || e.keyCode) { // Note the e.which, for x-browser compat
case 13:
if (lastEnter && Date.now() - lastEnter < 5000) {
e.preventDefault();
return;
}
lastEnter = Date.now();
// Enter key processing...
break;
// ...other keys...
}
}
Or using jQuery (you've tagged your question jquery, but don't appear to be using jQuery in your code):
$(window).on("keydown", function(e) {
onKeyDownHandler(e);
});
var lastEnter = null;
function onKeyDownHandler(e) {
var focus_id = e.target.id;
switch (e.which) { // jQuery normalizes this for you
case 13:
if (lastEnter && Date.now() - lastEnter < 5000) {
e.preventDefault();
return;
}
lastEnter = Date.now();
// Enter key processing...
break;
// ...other keys...
}
}
Side notes:
Since the return value of an addEventListener callback is completely ignored and addEventListener calls the handler with just a single argument, if you're not using this within the handler (as you appear not to be), there's no need to wrap a function around onKeyDownHandler; just use it directly.
Some browsers use which for the keycode, others use keyCode, which is why I used e.which || e.keyCode in the switch. JavaScript's curiously-powerful || operator will use e.which if it's not falsey, e.keyCode otherwise.
You can create a timeout on enter press, and on another enter press, overwrite that previous timeout with the new one. That means that if you for example press enter again before the first timeout has ended, that first timeout will be overwritten by a new one, so that you get a new x amount of time before the actual timeout is executed. This works until infinity.
Example:
var keyup_timeout;
var timeout_delay_in_ms = 500;
element.on('keyup', function(e) {
e.preventDefault(); // Prevent default enter press action.
var enter_pressed;
if (e.which === 13) {
enter_pressed = true; // Just an example to illustrate what you could do.
}
if (enter_pressed) {
clearTimeout(keyup_timeout); // Clear the previous timeout so that it won't be executed any more. It will be overwritten by a new one below.
keyup_timeout = setTimeout(function() {
// Perform your magic here.
}, timeout_delay_in_ms);
}
});
Related
I'm making a simple JavaScript game (Space Invaders style) (Top-down space shooter) and I'm trying to make my character shoot a bullet per each 'space' key press. How can I do that?
I have tried multiple approaches, setting a flag, using onkeypress instead of keydown, Google searches (have also encountered this similar question yet it didn't help: Javascript onkeydown event fire only once?)
Below is an example of one solution I have tried.
document.onkeydown = function(e)
{
if(e.keyCode == 32 && space == false)
{
space = true;
}
}
document.onkeyup = function(e)
{
if(e.keyCode == 32) space = false;
}
window.requestAnimationFrame(gameLoop);
function gameLoop(timeStamp)
{ if(space === true)
{
p.shoot();
}
window.requestAnimationFrame(gameLoop);
}
Expected results: Key being fired only once.
Actual results: Key is being fired multiple times.
There's really 3 states to a bullet - and, taking into consideration that in classic Space Invaders the player can only have one bullet in flight at a time, this makes things relatively simple
The bullet can be
NONE - doesn't exist
FIRED - i.e. need to create one
EXISTS - it's in flight
The code to handle it is relatively simple too
var BulletState = {
NONE: 0,
FIRED: 1,
EXISTS: 2
};
var bullet = BulletState.NONE;
document.onkeydown = function(e) {
if (e.keyCode == 32 && bullet === BulletState.NONE) {
bullet = BulletState.FIRED;
}
}
window.requestAnimationFrame(gameLoop);
function gameLoop(timeStamp) {
if (bullet === BulletState.FIRED) {
bullet = BulletState.EXISTS;
p.shoot(); // p.shoot needs to set bullet = BulletState.NONE when the bullet expires
}
window.requestAnimationFrame(gameLoop);
}
document.onkeyup = function(e)
{
// not required at all
}
edit: To fire a bullet every press of spacebar (allowing multiple bullets)
var space = false;
var fireBullet = 0;
document.onkeydown = function(e) {
if (e.keyCode == 32 && !e.repeat && !space) {
fireBullet++;
space = true;
}
}
window.requestAnimationFrame(gameLoop);
function gameLoop(timeStamp) {
while (fireBullet) {
p.shoot();
fireBullet--;
}
window.requestAnimationFrame(gameLoop);
}
document.onkeyup = function(e)
{
space = false;
}
I use fireBullet++ and fireBullet-- because I guess it's plausible that someone could press and release and press the spacebar within 16ms (single frame) :p
You could also do
function gameLoop(timeStamp) {
if (fireBullet) {
p.shoot();
fireBullet--;
}
window.requestAnimationFrame(gameLoop);
}
that way you still handle multiple bullets OK, but only fire off one per frame - really depends on how you want to handle someone with a very fast trigger finger :p
As #JaromandaX suggested, space = false; after p.shoot(); will give you the desired result:
Reproducing the issue:
var space = false;
var element = document.querySelector('input');
element.onkeydown = function(e) {
if (!space && e.keyCode == 32) {
space = true;
console.log('event fired');
}
};
element.onkeyup = function(e) {
if (e.keyCode == 32)
space = false;
}
window.requestAnimationFrame(gameLoop);
function gameLoop(timeStamp) {
if (space == true) {
console.log('shoot');
}
window.requestAnimationFrame(gameLoop);
}
<input />
EDIT: Added another isShot variable to keep track of shot fired and space key is down in requestAnimationFrame event:
var space = false;
var element = document.querySelector('input');
var isShot = false;
element.onkeydown = function(e) {
if (!space && e.keyCode == 32) {
space = true;
console.log('event fired');
}
};
element.onkeyup = function(e) {
if (e.keyCode == 32) {
space = isShot = false;
}
}
window.requestAnimationFrame(gameLoop);
function gameLoop(timeStamp) {
if (space && !isShot) {
console.log('shoot');
isShot = true;
}
window.requestAnimationFrame(gameLoop);
}
<input />
Here you have two event, on each key press three are three even that get's fired
1. keydown (when user press the key but not yet release the key)
2. keypress (its fired after the keydown event)
3. keyup (When user release the key)
If you want to fire only once for each keypress
implement on of those if implement all of the three all three methods will fired.
Additionally: for safety you can write e.preventDefault().
I was working on Babylon.js when I wanted to make a jump. I found a website and copied it jump code and it works perfectly! But I want to make a real game and I don't want people spamming spacebar to go flying. How could I make it have a few second delay so no one can keep on spamming spacebar and go flying?
function jump(){
camera.cameraDirection.y = 2;
}
document.body.onkeyup = function(e){
if(e.keyCode == 32){
//your code
console.log("jump");
setTimeout(jump(), 1000);
}
}
Link to my game
https://playground.babylonjs.com/#JCE1G3
One option would be to create a persistent boolean variable such as justJumped, and only jump if justJumped is false. When jumping, set justJumped to true, and create a timeout that resets it back to false after the duration of the jump, which looks to be a bit less than half a second:
let justJumped = false;
document.body.onkeyup = function(e) {
if (e.keyCode == 32 && !justJumped) {
justJumped = true;
setTimeout(() => justJumped = false, 400)
console.log("jump");
jump();
}
}
Also note that setTimeout(jump(), 1000); probably isn't doing what you're thinking it does - it invokes jump immediately. If you wanted to call the jump function after 1000ms, just pass the function name itself:
let justJumped = false;
document.body.onkeyup = function(e) {
if (e.keyCode == 32 && !justJumped) {
justJumped = true;
setTimeout(() => justJumped = false, 1400)
console.log("jump");
setTimeout(jump, 1000);
}
}
You can also use other library to achieve it. My favorite one is lodash. You can use _.throttle
var throttled = _.throttle(jump, 1000);
document.body.onkeyup = function(e) {
if (e.keyCode == 32) {
throttled()
}
}
if you don't want to jump immediately after the first key up. you can add option trailing: false
var throttled = _.throttle(jump, 1000, { 'trailing': false });
I have created two functions. To keep it simple lets take for an example the following:
I got functions firing different events for the same objects. You can activate them using your keyboard arrows
$("body").keydown(function(e) {
if (event.which == 39) open_second_layer();
});
$("body").keydown(function(e) {
if (event.which == 37) open_first_layer();
});
As soon as I have fired one function and press the same key again it fires the animation one more time (unnecessarily).
Because of that as soon as the function open_second_layer has been fired, it should not be able to be fired again, until open_first_layer is fired again. The same should be the case the other way round.
I found .bind and .when as possible solutions, but can't figure out how to use them the right way for that case. I appreciate every suggestions or keywords to google.
You can keep a state variable and track when changes are made to it:
var state_changed = (function() {
var current = null;
return function(state) {
if (state == current) {
return false;
}
current = state;
return true;
};
}());
function open_first_layer()
{
if (!state_changed(1)) {
return;
}
// rest of code
}
function open_second_layer()
{
if (!state_changed(2)) {
return;
}
// rest of code
}
$("body").keydown(function(e) {
if (event.which == 39) {
open_second_layer();
} else if (event.which == 37) {
open_first_layer();
}
});
You can use jQuery's one().
In your first click handler, you bind the second one.
In your second click handler, you bind the first one.
sample
<div id=activate-first>first</div>
<div id=activate-second style="display:none;">second</div>
$(document).ready(function () {
function slide_first(){
$('#activate-first').show();
$('#activate-second').hide();
$('#activate-second').one('click', slide_first);
};
function slide_second(){
$('#activate-first').hide();
$('#activate-second').show();
$('#activate-first').one('click', slide_second);
};
$('#activate-first').one('click', slide_second);
$('#activate-second').one('click', slide_first);
});
Put the other function inside slide_first, like:
function slide_first(){
// other code
$('#activate_second').one('click', slide_second);
}
$('#activate_first').one('click', slide_first);
or use an Anonymous function to do the same:
$('#activate_first').one('click', function(){
// slide_first code here
$('#activate_second').one('click', function(){
// slide_second code here
});
});
Maybe your really want:
function recursiveSlider(){
$('#activate_first').one('click', function(){
// slide_first code here
$('#activate_second').one('click', function(){
// slide_second code here
recursiveSlider();
});
});
}
recursiveSlider();
This is a perfect use case for delegation. You have a single click event, and whenever the event happens, you determine what has been clicked, and you take action accordingly:
$(document.body).on("click", function(ev) {
var $targ = $(ev.target);
if ($targ.is('#button_1')) {
// someone clicked #button_1
}
if ($targ.is('.page-2 *')) {
// something inside of .page-2 was clicked!!
}
});
UPDATE: now the OP has included more code, I'm not sure the issue is - there's no need to bind and unbind events...
http://jsfiddle.net/ryanwheale/uh63rzbp/1/
function open_first_layer() {
$('#first_panel').addClass('active');
$('#second_panel').removeClass('active');
}
function open_second_layer() {
$('#first_panel').removeClass('active');
$('#second_panel').addClass('active');
}
// one event === good
$("body").keydown(function(e) {
if (event.which == 39) open_second_layer();
if (event.which == 37) open_first_layer();
});
... or if you're trying to build a slider, I suggest changing your naming convention:
http://jsfiddle.net/ryanwheale/uh63rzbp/2/
var current_layer = 1,
$all_layers = $('[id^="panel_"]'),
total_layers = $all_layers.length;
function move_layer (dir) {
current_layer += dir;
if (current_layer < 1) current_layer = total_layers;
else if (current_layer > total_layers) current_layer = 1;
$all_layers.removeClass('active');
$('#panel_' + current_layer).addClass('active');
}
// one event === good
$("body").keydown(function(e) {
if (event.which == 39) move_layer(1);
if (event.which == 37) move_layer(-1);
});
move_layer(0);
I am developing a game where you must press the left and right arrow keys alternatively to make the character move, the faster you do it, the quicker he runs. I have however ran into a problem whereby the key is being "held down" in a sense so no matter how quick you press the key it still manages to execute it multiple times.
So I am looking for a way to make the key only be pressed once per press rather than updating if you hold down the key.
here is the code for my key capturing and what it executes at the moment (Which is just an update of points and an update of the image used for the character.
KEY_CODES = {
37: 'left',
39: 'right',
40: 'down',
}
KEY_STATUS = {};
for (code in KEY_CODES) {
KEY_STATUS[KEY_CODES[code]] = false;
}
document.onkeydown = function (e) {
var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
if (KEY_CODES[keyCode]) {
e.preventDefault();
KEY_STATUS[KEY_CODES[keyCode]] = true;
}
}
document.onkeyup = function (e) {
var keyCode = (e.keyCode) ? e.keyCode : e.charCode;
if (KEY_CODES[keyCode]) {
e.preventDefault();
KEY_STATUS[KEY_CODES[keyCode]] = false;
}
}
function move() {
movecounter++;
// Determine if the action is move action
if (KEY_STATUS.left || KEY_STATUS.right ||
KEY_STATUS.down || KEY_STATUS.up) {
// Redraw the canavs background images ready for the new ones to be placed ontop.
paintCanvas();
// to have diagonal movement.
if (KEY_STATUS.left) {
ctx.drawImage(imageStore.snowWalk, playerPosW, playerPosH);
snowStand = true;
score += 10;
} else if (KEY_STATUS.right) {
ctx.drawImage(imageStore.snowWalk, playerPosW, playerPosH);
score += 10;
} else if (KEY_STATUS.down) {
ctx.drawImage(imageStore.snowCrouch, playerPosW, playerPosH);
snowStand = false;
}
}
};
Hope you understand the problem I am facing, I have tried to explain it as best as I can here.
Thanks!
A simple solution would be to have a variable outside of the scope of the event listener that tells you if you're pressing the key for the first time:
var pressed = false;
Then, in the listener, toggle the state of that variable when the key is pressed:
.keydown(function() {
if (pressed) return;
pressed = true;
}
.keyup(function() {
pressed = false;
}
When i press spacebar, the function shoot executes.
window.onkeydown=function(e){
var which = e.keyCode;
if(which == 32){
shoot();
}
}
If you hold space down, shoot calls many times in a row. I only want the function to execute once every 500ms.
(function($){
var lazerCharging = false,
lazerChargeTime = 500; // Charge time in ms
function handleKeyPress(e){
if(e.keyCode == 32){
shoot(lazerChargeTime);
}
}
function shoot(chargeTime){
if(!lazerCharging){
lazerCharging = true;
$("body").append("pew<br/>");
setTimeout(function(){
lazerCharging = false;
}, chargeTime)
}
}
$(window).on("keydown", handleKeyPress);
})($);
Here's a jsfiddle
You'll want to "debounce"
Using jQuery throttle / debounce, you can pass a delay and function to
$.debounce to get a new function, that when called repetitively,
executes the original function just once per "bunch" of calls.
This can be especially useful for rate limiting execution of handlers
on events that will trigger AJAX requests. Just take a look at this
example to see for yourself!
Ben Alman did the hard work for you here: http://benalman.com/code/projects/jquery-throttle-debounce/examples/debounce/
Essentially a debounce as MattC suggested. Store the time the function was called last and make sure 500 ms has passed. Also you probably should be using .addEventListener instead of window.onkeydown
(function() {
var lastCallTime = 0;
window.onkeydown = function(e){
var now = Date.now();
if(e.keyCode == 32 && now - lastCallTime > 500) {
shoot();
lastCallTime = now;
}
}
});
I doubt it's guaranteed that keydown/keypress events are always fired continuously. It may depend on the browser, operating system settings, etc. Even if they are, "fire rate" may fluctate. You probably don't want this.
I think a better idea would be to create a timer that's started when the first keydown event is fired, and stopped on keyup event.
http://jsfiddle.net/kPbLH/
var fireTimer = null;
function fire() {
// do whatever you need
}
document.addEventListener("keydown", function(e) {
if (e.keyCode == 32 && fireTimer === null) {
fire(); // fire immediately...
fireTimer = setInterval(fire, 500); // ...and 500ms, 1000ms and so on after
}
});
document.addEventListener("keyup", function(e) {
if (e.keyCode == 32 && fireTimer !== null) {
clearInterval(fireTimer);
fireTimer = null;
}
});