spacebar | minimal status bar for macOS
kandi X-RAY | spacebar Summary
kandi X-RAY | spacebar Summary
spacebar is a minimal status bar for macOS. Ideal for use with tiling window managers like yabai.
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Trending Discussions on spacebar
QUESTION
I have a function that fires only when we press the spacebar or the isJumping event is already happening
If we press any other key, nothing happens.
...ANSWER
Answered 2022-Mar-29 at 10:49If the function is called when you press a key then that is because somewhere in the code you didn't show us you have some code which registers that function (or another function which calls the first) as an event handler that triggers when a key is pressed (e.g. keyup
or keypress
).
If you want to call it when something is clicked then you also need to register it as an event handler for that kind of event (e.g. click
or mousedown
).
MDN has a tutorial on event handling.
QUESTION
I need a simple help about implement a keystroke event on this code. so that the spinning wheel starts on a keystroke event like the spacebar.
How can i do that? I have this code here and found a event code for the keystroke in javascript.
...ANSWER
Answered 2022-Mar-09 at 13:19You are really close, in your code, you need to call spin()
function on key stroke and remove the click
handler for spin container.on("click", spin); // remove or comment
QUESTION
Very new to Phaser so I think I might be fundamentally misunderstanding something.
My game is supposed to be a clone of 'Jetpack Joyride' where the player jumps to avoid obstacles and collect coins etc.
I am currently trying to create a powerup which makes all of the coins on screen zoom towards the player (and therefore collect all of the coins).
I have used the this.physics.moveToObject function but it always gives me the error: 'Uncaught TypeError: Cannot read properties of undefined (reading 'velocity')'.
My thinking is that this function can't pull multiple objects at once - or it isn't able to 'locate' all instances of 'coins'(perhaps because of the way I have set up the random generation of them).
This could also be something to do with a basic syntax error on my end.
One issue I have noticed is, I need to actually destroy the sprites as they go off the screen - but not sure this is related to the above.
Anyway, any help is appreciated!
...ANSWER
Answered 2022-Mar-03 at 09:59Well the error is caused, because you are passing a group
and not a gameobject
to the function (details can befound in the documentation).
You could loop over all children/conis in the group, a call the function moveToObject
on each of them.
here a short demo (adapted from your code):
QUESTION
Learning Javascript and trying to learn how to pass values. In this example, I have a where a user types a message, for example, and that string is stored and displayed in a Bootstrap Modal. The problem...the last character is cut off unless you press return or spacebar. I have tried adding an empty space at the end of my document.getElementById (line 38)...tried adding a carriage return and new line....I have found several very simple Jquery solutions but it would be nice if I could figure this one out using JS first. Or maybe I should just switch the script to JQuery? I also know my character count isn't working correctly but I'll figure that out later.
Thanks!
...ANSWER
Answered 2022-Feb-13 at 22:05According to MDN (https://developer.mozilla.org/en-US/docs/Web/API/GlobalEventHandlers/onkeypress), the onkeypress
event handler has been deprecated.
Deprecated: This feature is no longer recommended. Though some browsers might still support it, it may have already been removed from the relevant web standards, may be in the process of being dropped, or may only be kept for compatibility purposes
So, in order to avoid the cut of the last character, you can use the onkeyup
event handler, which fires when the user releases a key that was previously pressed.
QUESTION
I have a Regex for validation input type="number" but the problem with my regex that it allows to enter plus character, how to prevent enter plus symbol, but allow to enter minus? For example you can enter: 123; 11,22; -33; -33.44 but not allowed enter +123 and -0, +0
...ANSWER
Answered 2022-Jan-20 at 11:33The 1st part of your current pattern is problematic: ^-+?\D$
would currently match an hyphen between one and unlimited times but as few as possible and a non-digit character. So stuff like '-----+' or '-X' would match too.
If you want to allow for an optional leading hyphen and optional decimals, you could use:
QUESTION
I'm new, tell me how to implement so that when you hover and click on the mouse button, the text should be made invisible. And when you click on the spacebar, it will be deleted from the page. Can this be done with just HTML and CSS? Or can it be implemented using JavaScript? Tell me how to do it better? Here is the code where I implemented the text change:
...ANSWER
Answered 2022-Jan-19 at 15:16If I understood what you needed done correctly. It can be done using some CSS and JS.
Here's a code snippet
QUESTION
I'm trying to add a "shoot" function to my game, where the player -a drone- would shoot a bullet upon pressing the space bar on the keyboard.
I've done that successfully but I also want the function to be on delay after executing it once. For example the player could press spacebar once then have to wait 2-3 seconds before being able to execute the function again. Hence my question, how could I make that work?
This is the current functional code.
main.py
...ANSWER
Answered 2022-Jan-12 at 23:43Try this:
QUESTION
Hi I have been working on a space invader game in processing, I am relatively new to java/coding. What my problem is that I do not really understand how to make the collision actually work, and also my aliens (which are the space ships), they move left to right but do not move down. These are the 2 major problems that I am having a hard time solving. This is my code underneath, any professional advice would be appreciated.
...ANSWER
Answered 2021-Dec-04 at 11:38Here is what I think the issues are. First of all, processing is not the best language to make a game like Space Invaders. You can't have multiple key inputs at once. For example, if I press the left arrow, hold it, then press the right arrow, and let go of the left arrow, processing will ignore the left arrow. Processing has one key input: key
. It can only have one value. You can't track multiple inputs at once. You can maybe replace it with your mouse - if the mouse is far to the left, move left. If it is far to the right, move right. In the middle? Stay still.
Aside from that, you want to check for collision. First of all, make the enemy into an object. I am assuming you know how to make objects. If not, look at this tutorial. Now, we need to check for collision. I'd suggest making a collision method inside of the enemy class, and here is what i'd imagine it to be:
QUESTION
I have a problem with my game character. It supposes to jump and fall to the ground by pressing the spacebar and fall in the canyon if over it. But if it manages to jump over the canyon it should land on a ground position. Unfortunately, my game character is finding itself much underground after jumping above the canyon. I can't figure out why.
...ANSWER
Answered 2021-Nov-30 at 10:59Problem seems to be that your character is allowed to move through the sides of your canyon. You're not checking for wall collision before adding or subtracting its x-position.
I've added wall-checks to your interaction code:
QUESTION
I'm trying to animate a div
on spacebar keypress
which works perfectly fine, but on pressing spacebar multiple times the events get added up in DOM and execute one after another.
I tried to stop recording the recent triggers until the current one executes but failed.
This is the code:
...ANSWER
Answered 2021-Nov-26 at 08:42stopPropagation
didn't work because all that does is stop the event from bubbling to container elements, it doesn't prevent it reaching the handler the event has already called.
Your class solution would work, but you're removing the class too soon. You have to wait for the animation to end, using the animation end callback (docs):
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