js deactivate spacebar when typing in textfield - javascript

I am creating a music player which uses the spacebar to pause and play audio, now is it possible to know if someone is currently typing in a textfield, because right now, if this user types in a textfield and audio is playing, when the user presses space the audio pauses, I would like basically that when the user is not in a textfield that a user can just play and pause audio, but when the user is typing that this function is disabled so the audio keeps playing. The code below, is the code I'm am current using for detecting when space is pressed;
//IF Space bar is Pressed
$(window).keypress(function(e) {
if(e.keyCode == 32) {
if(document.getElementById('audio').paused){
if(document.getElementById('video').style.display=="block"){
}
else{
document.getElementById('audio').play();
document.getElementById('pause').style.display="block";
document.getElementById('play').style.display="none";
}
}
else{
if(document.getElementById('video').style.display=="block"){
}
else{
document.getElementById('audio').pause();
document.getElementById('pause').style.display="none";
document.getElementById('play').style.display="block";
}
}
}
});
//END IF Space bar is pressed

Check the event sources tagName attribute:
function(e) {
e = e || event;
var el = e.srcElement || e.target,
cando = !(/textarea|input/i.test(el.tagName));
if(cando && e.keyCode == 32) {
/etc.
}
}

You could also try
if(e.keyCode == 32 && document.activeElement != document.getElementById('someTextBox'))
New code
//IF Space bar is Pressed
$(window).keypress(function(e) {
if(e.keyCode == 32) {
var inputs = document.getElementsByTagName('input');
for(var item in inputs)
{
if(inputs[item] == document.activeElement)
return;
}
if(document.getElementById('audio').paused){
if(document.getElementById('video').style.display=="block"){
}
else{
document.getElementById('audio').play();
document.getElementById('pause').style.display="block";
document.getElementById('play').style.display="none";
}
}
else{
if(document.getElementById('video').style.display=="block"){
}
else{
document.getElementById('audio').pause();
document.getElementById('pause').style.display="none";
document.getElementById('play').style.display="block";
}
}
}
});
//END IF Space bar is pressed

Check if a textarea has focus
if(e.keyCode == 32 && !text_area_has_focus) { ...
Logic for that could be something like this, if you're willing to use jQuery:
if(e.keyCode == 32 && !$('input[type=text]:focus').length) { ...

Related

How to make a key fire only once when pressed?

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().

How to disable onkeyup for a few seconds

im creating a browser game and i have added keybinds so the player can use keys to move around the world.
If people use the buttons to move, these buttons are getting hidden for 5 seconds to allow an animation to end. Now i want to do this for the keybinds too.
For example: Player presses spacebar and a interval will run that lasts 5 seconds. Pressing space again will glitch out really bad running the same interval twice. So how do i disable a function for 5 seconds after it has been called so that it won't glitch out?
This is the code i use for the keys:
<script>
document.body.onkeyup = function(e){
if(e.keyCode == 32){
var cmd = "<?php echo $row['HEADING']; ?>";
if(cmd == "N") myMoveUp();
if(cmd == "E") myMoveRight();
if(cmd == "S") myMoveDown();
if(cmd == "W") myMoveLeft();
}
if(e.keyCode == 37){
ChangeHeadingKP("W");
}
if(e.keyCode == 38){
ChangeHeadingKP("N");
}
if(e.keyCode == 39){
ChangeHeadingKP("E");
}
if(e.keyCode == 40){
ChangeHeadingKP("S");
}
}
</script>
Any help would be appreciated.
I wouldn't rely on timing (say, 5 seconds) because when you change them, you'll have to review your code.
Instead I'd rely on toggling a flag by calling specific methods, like this:
keymanager.suspend();
// play animation, cutscene or whatever
keymanager.resume();
Those two functions are easy to define, along with the keymanager, as follows:
var keymanager = {
"active": true,
"suspend": () => {
keymanager.active = false;
},
"resume": () => {
keymanager.active = true;
}
};
All that remains is the key event handler bailing out when keys are deactivated:
document.body.onkeyup = function (e) {
if (!keymanager.active)
{
return; // do not process any keys
}
// rest of your code...
}

Jquery capture tab + some key combination

How can I catch, for example, tab+t combination with jQuery? I've found a lot of examples with alt, shift and ctrl, since event object contains special flags in order to understand if, for example, alt was pressed. But there is not such thing for tab.
This should work. It's a bit convoluted and there is likely an easier way, but it works fine.
JSFiddle: https://jsfiddle.net/spybhhxc/
var tabdown = false;
var tdown = false;
$(document).keydown(function(e) {
if(e.which == 9) {
tabdown = true;
}
if(e.which === 84)
{
tdown = true;
}
if(tabdown && tdown)
{
//do your thing
}
});
$(document).keyup(function(e) {
if(e.which == 9) {
tabdown = false;
}
if(e.which === 84)
{
tdown = false;
}
});
This presents a problem though, as once you press tab, the document is unfocused as the tab key navigates to elements in a browser. You would be much better off using something like alt or ctrl which don't interact with the browser.
We can have a tab key pressed [tabPressed] variable which will be set to true on key down and unset the same on its key up event. We will using the tab key pressed[tabPressed] variable to check whether it is in pressed state during the other key press activities. The tab keycode is 9.
jsfiddle link http://jsfiddle.net/e3Lveyj2/
var tabPressed=false;
function handleKeyDown(e) {
var evt = (e==null ? event:e);
if(evt.keyCode == 9){
tabPressed=true;
}
if ((tabPressed) && (evt.keyCode == 84)) {
alert ("You pressed 'Tab+t'")
}
}
function handleKeyUp(e) {
var evt = (e==null ? event:e);
if(evt.keyCode == 9){
tabPressed=false;
}
}
document.onkeydown = handleKeyDown;
document.onkeyup = handleKeyUp;

Ignore keyup for a few seconds for ux

I have a multistep form using jquery validator plugin that also goes to the next page when you press enter.
function showPage(pg){
$('formError').empty();
$('table:visible').hide();
$('#page-' + pg).show();
$('input[type="text"]:visible').focus();
}
$(document).keydown(function(e) {
if(e.which == 13) {
if($('#msform :input:visible').valid()){
page++;
showPage(page);
}}});
The issue is that if you use the enter button, it triggers a validation error on the next page because the button is still being pressed and it tries to go to the next page.
How can I ignore the enter key for a small period so that releasing the enter key works to go to the next page without attempting to go to the page after the next page?
You can wait for the corresponding keyup event before taking in account a new keydown event for the enter key.
pressed = {};
$(document).keydown(function(e){
if(pressed[e.which] == null && e.which == '13'){
if($('#msform :input:visible').valid()) {
page++;
showPage(page);
}
}
pressed[e.which] = true;
});
$(document).keyup(function(e) {
pressed[e.which] = null;
});
You can use setTimeout() function like this
$(document).keydown(function(e) {
setTimeout(myFunction(),500);
});
function myFunction(){
if(e.which == 13) {
if($('#msform :input:visible').valid()){
page++;
showPage(page);
}}
}
::::::::::::::::::Update::::::::::::::::::
$(document).keydown(function(e) {
if(e.which == 13) {
setTimeout(myFunction(),500);
}
});
function myFunction(){
if($('#msform :input:visible').valid()){
page++;
showPage(page);
}
}

Don't execute a keydown function if some divs are clicked

My script execute some actions (like stop one audio player) in case the user press the space bar:
$('html').keydown(function(e){
if(e.keyCode == 32){
// Stop the audio player
}
}
But the problem comes when a user tries to write a message in the textarea because the previous function executes (and it's very annoying)... How can I do to not execute the function, in case the user is writing a message on a textarea or other elements?
You need to skip when user is focussing some control, this example will prevent the player to stop if user i typing in a text area.
$(function () {
$(document).keypress(function (e, f) {
var tagName = e.target.tagName.toLowerCase();
if (tagName != 'textarea') {
if (e.keyCode == 32) {
console.log('Stop Playing');
}
}
});
});
Hopw this helps.
Try this,
$('#textAreaId').keypress(function(e){
e.preventDefault();
});
Use stopPropagation method on event object when space bar pressed on textarea.
$(document).ready(function(){
$("#testTextArea").keydown(function(e){
if(e.keyCode == 32){
e.stopPropagation();
}
});
$("#container").keydown(function(e){
if(e.keyCode == 32){
alert('Player Stoped/Started')
}
});
})
fiddle : http://jsfiddle.net/b0u3z8pg/16/
Try This :)
$('html').keydown(function(e) {
if(e.keyCode == 32){
// stop the music player
}
});
$('input, textarea').keydown(function(e) {
e.stopPropagation();
});
Something like this:
The code inside the if statement only triggers if you are not focused inside a text area or input.
jsfiddle demo
HTML:
<textarea></textarea>
<input type="text">
jQuery:
var exclude = $("textarea, input");
$('html').on("keydown", function( e ) {
if ( e.keyCode == 32 && !exclude.is(':focus') ) {
console.log( 'Space pressed outside input or text area' );
}
});
You should check the sender of the event, if the sender is other controls then the audio player then ignore the call, otherwise stop the player.
$('html').keydown(function(e){
var senderID = $(event.target).attr('id');
if(senderID == 'myAudioPlayerID' && e.keyCode == 32){
// Stop the audio player
}
}

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