keydown | client side module for firing events | Keyboard library

 by   maxogden JavaScript Version: 0.0.3 License: No License

kandi X-RAY | keydown Summary

kandi X-RAY | keydown Summary

keydown is a JavaScript library typically used in Utilities, Keyboard, Angular, React applications. keydown has no bugs, it has no vulnerabilities and it has low support. You can install using 'npm i keydown-with-event' or download it from GitHub, npm.

client side module for firing events when keys are pressed down. uses vkey definitions.
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              keydown has a low active ecosystem.
              It has 22 star(s) with 5 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 0 have been closed. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of keydown is 0.0.3

            kandi-Quality Quality

              keydown has 0 bugs and 0 code smells.

            kandi-Security Security

              keydown has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              keydown code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              keydown does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              keydown releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

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            keydown Key Features

            No Key Features are available at this moment for keydown.

            keydown Examples and Code Snippets

            No Code Snippets are available at this moment for keydown.

            Community Discussions

            QUESTION

            pygame.display.update(); pygame.error: video system not initialized
            Asked 2021-Jun-15 at 18:28

            Here is my underdeveloped pygame ping-pong game, but my sprites(player&opponent) ain't moving, on giving a keyboard input. And when I quit the program, it yells an error pygame.error: video system not initialized. My pygame is the latest 1.9.6 version with all the files up-to-daee. However, I am certain that pygame.display is generating this error, but I even tried pygame.display.init() and that too didn't worked :(

            ...

            ANSWER

            Answered 2021-Jun-15 at 14:57

            Here, you have two different problems :

            First the movement is not working because to differentiate the keys, you use event.type to compare where it should be event.key. Try with for example :

            Source https://stackoverflow.com/questions/67987133

            QUESTION

            Fix problem with e.code not selecting the html class
            Asked 2021-Jun-15 at 07:46

            I'm trying to select a div that has the class eg. "keyA" which is the code the letter A is asigned. I have a lot of divs like this and I need to access them but when I try to get them with queryselector, console says the value is null. I thought since .${e.code} is the same string as the class, it would work.

            HTML:

            ...

            ANSWER

            Answered 2021-Jun-15 at 03:38

            CSS Classes are case sensitive. e.code returns the String in the format of "Key{key}', and since your class name isn't capitalized, it isn't selected.

            Change the class name so have a capital K (e.g, "KeyA").

            Source https://stackoverflow.com/questions/67979565

            QUESTION

            how do i add a detect collision in pygame
            Asked 2021-Jun-15 at 04:41

            i found this unfinished file in my files and now i need to finish it, only problem is idk really how do i detect collision with the bullet and the player thing and/or the bullet and the enemy thing, when the bullets collide with the enemy it still dies, i just don't remember how.

            here's the code ig help thanks

            ...

            ANSWER

            Answered 2021-Jun-15 at 02:18

            Collision detection depends on your needs.

            • Bounding boxes are simple and can detect if the x, y edges of each object are not within one another. This is fine for fast moving games and things where you don't necessarily require point precision.
            • Distance vectors are also simple and perfect solution for circle collisions. They calculate the difference in distance between two objects according to a radius prescribed with the hypotenuse of distX^2 + distY^2.
            • Compound bounding objects are harder to calculate, especially for concave areas on objects of arbitrary shape. There are too many notable and novel approaches to collision detection beyond these to remark on here.

            They're also increasingly complex depending on things like variability (if they're deformable objects, if they have particle seams, etc and 2d vs 3d object collision can be vastly different worlds as well. There are tons of articles, but I'll post one with implementation here

            Source https://stackoverflow.com/questions/67978995

            QUESTION

            How to check letter by letter using addEventListener 'keydown'?
            Asked 2021-Jun-15 at 00:14

            I'm trying to check if is true or false the letter I typed.

            for exemplo, I have one String that I caught from a array doing join(' '):

            "problem test javascript css pc"

            My current code:

            ...

            ANSWER

            Answered 2021-Jun-15 at 00:14

            Here's an example you can follow. First you store the phrase as an array, and for every keydown, compare the event.key with the letter that matches the counter index of the phrase array. For each correctly keyed letter, you advance your counter. Look through this code to get an idea of how it works

            Source https://stackoverflow.com/questions/67978319

            QUESTION

            Undefined after using addEventListener
            Asked 2021-Jun-14 at 21:31

            I am very new to Javascript and am trying to translate a game i made in python into javascript. I am currently trying to get keyboard input for the game. Whenever i run this however it gives me the following error: Uncaught TypeError: Cannot read property '0' of undefined(at line 4 in this example)

            Board is a 2d array used to store the board and i have tested that before the addEventListener statement Board is not undefined.

            Why is this error happening and what should i do to fix it. As mentioned before i am a complete beginner at javascript so simple explanations would be greatly appreciated. Kind regards

            ...

            ANSWER

            Answered 2021-Jun-14 at 21:31

            this in your code is not what you expect it to be. If block1 etc are local variables, reference them without this.. If they are members of your encapsulating object, change your callback function to use arrow syntax to let this reference your object: document.addEventListener('keydown', event => { /*...*/ })

            Source https://stackoverflow.com/questions/67977358

            QUESTION

            Fix caret position on contenteditable div
            Asked 2021-Jun-14 at 08:11

            I have a div with contenteditable="true" and resize: both attributes which has centered text via flexbox

            ...

            ANSWER

            Answered 2021-Jun-11 at 13:28

            With JavaScript you can insert a space (' ') when you detect the contenteditable is empty. This pushes the caret position to the center.

            Source https://stackoverflow.com/questions/67937619

            QUESTION

            How to set framerate in Pygame?
            Asked 2021-Jun-14 at 04:31

            So in response to my question (How to continuously move an image smoothly in Pygame?) I was told to set my framerate in order to do my animation. But no matter where I place it, clock.tick(60) does nothing. I do clock = pygame.time.Clock() BTW. So how do I do this? I have researched and found this (pygame clock.tick() vs framerate in game main loop) but I don't really understand this.

            My main game function;

            ...

            ANSWER

            Answered 2021-Jun-14 at 04:28

            Use pygame.time.Clock to control the frames per second and thus the game speed.

            The method tick() of a pygame.time.Clock object, delays the game in that way, that every iteration of the loop consumes the same period of time. See pygame.time.Clock.tick():

            This method should be called once per frame.

            e.g.:

            Source https://stackoverflow.com/questions/67963353

            QUESTION

            pseudo 3D camera turning
            Asked 2021-Jun-14 at 03:09

            I am trying to learn to make 3D games in JavaScript using HTML 2D canvas. I was following this post about it and I made a simple scene that you can move around in.

            What I need help with is figuring out how to make the effect of the player turning their head, to look side to side and behind them.

            Here is what I have:

            Codepen link

            Code (also on codepen)

            html:

            ...

            ANSWER

            Answered 2021-Jun-14 at 03:09

            First of all, you should not update the coordinates of the crates from the movement of the camera. Instead, let the camera have its own position in 3D space, update that position when you want the player to move, and then subtract the camera position from the crates' positions when calculating the 2D space coordinates. This will make things much easier when you later want to add, for example, the ability for the camera to rotate or the crates themselves to move.

            Now to add a rotation capability to the camera, you will need to define a rotation matrix for it in addition to a position. Then, when rendering the crates, you transform the crate coordinates (after subtracting the camera's position) using the inverse of the camera's rotation matrix. This will give you the view space coordinates of the crates, which should be projected onto the 2D space for rendering.

            There are many ways to create a rotation matrix depending on what parameters you have. A common one is the Rodrigues rotation formula or "axis-angle" formula, which is used when you have an axis of rotation and an angle to rotate about that axis. Another one is from Euler angles. And if you aren't familiar with matrices and linear algebra, I would recommend you to learn it (there are a lot of free resources available online) as it is used extensively in 3D game development.

            Source https://stackoverflow.com/questions/67963263

            QUESTION

            removeEventListener in object literal
            Asked 2021-Jun-13 at 17:51

            I'm struggling with removeEventListener in an object literal. I have an object which deals with adding and removing custom outlines when the user is tabbing through a website.

            ...

            ANSWER

            Answered 2021-Jun-13 at 17:20

            As mentioned by @Mike 'Pomax' Kamermans in the comments, every time you say () => aFunction(), you're creating a completely new function. Just pass in the raw function like aFunction.

            It also appears that you're not passing the event variable correctly, I've fixed that too in the codeblock below.

            Source https://stackoverflow.com/questions/67960843

            QUESTION

            Avalonia DataGrid Enter handling
            Asked 2021-Jun-13 at 15:59

            I'm using Avalonia.Controls.DataGrid. By default, when the grid has focus and Enter is pressed, it automatically handles the event and moves the selection to the next item. How can I prevent this default behavior? I'd like to have a custom Enter KeyDown handler instead.

            ...

            ANSWER

            Answered 2021-Jun-12 at 07:47

            Try this :

            1- Give your datagrid a name (use x:name)

            2- put this in your constructor :

            Source https://stackoverflow.com/questions/67335465

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install keydown

            You can install using 'npm i keydown-with-event' or download it from GitHub, npm.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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