keycode | keyboard keycodes and keynames and vice versa

 by   timoxley JavaScript Version: 2.2.1 License: MIT

kandi X-RAY | keycode Summary

kandi X-RAY | keycode Summary

keycode is a JavaScript library. keycode has no vulnerabilities, it has a Permissive License and it has low support. However keycode has 2 bugs. You can install using 'npm i keycode' or download it from GitHub, npm.

Convert between keyboard keycodes and keynames and vice versa.
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            kandi-support Support

              keycode has a low active ecosystem.
              It has 409 star(s) with 53 fork(s). There are 10 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 10 open issues and 16 have been closed. On average issues are closed in 166 days. There are 6 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of keycode is 2.2.1

            kandi-Quality Quality

              keycode has 2 bugs (0 blocker, 0 critical, 2 major, 0 minor) and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              keycode is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              keycode releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              keycode saves you 77 person hours of effort in developing the same functionality from scratch.
              It has 198 lines of code, 0 functions and 7 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of keycode
            Get all kandi verified functions for this library.

            keycode Key Features

            No Key Features are available at this moment for keycode.

            keycode Examples and Code Snippets

            Determines the keyCode of a native event .
            javascriptdot img1Lines of Code : 24dot img1no licencesLicense : No License
            copy iconCopy
            function getEventCharCode(nativeEvent) {
              var charCode;
              var keyCode = nativeEvent.keyCode;
            
              if ('charCode' in nativeEvent) {
                charCode = nativeEvent.charCode;
            
                // FF does not set `charCode` for the Enter-key, check against `keyCode`.
                  
            Detect a keycode .
            javascriptdot img2Lines of Code : 1dot img2no licencesLicense : No License
            copy iconCopy
            function r(e){var t,n=e.keyCode;return"charCode"in e?(t=e.charCode,0===t&&13===n&&(t=13)):t=n,t>=32||13===t?t:0}  

            Community Discussions

            QUESTION

            Unity2D stacking movement commands
            Asked 2021-Jun-15 at 07:04
            if(CanUp){
                if(Input.GetKey(KeyCode.W)){
                    rb.MovePosition(rb.position + Vector2.up * speed * Time.fixedDeltaTime);
                    if(Input.GetKeyDown(KeyCode.D)){
                        CanUp = false;
                        CanRight = true;
                    }
                }else{
                 CanRight = true;
                }                  
            }
            
            if(CanRight){
                if(Input.GetKey(KeyCode.D)){
                    rb.MovePosition(rb.position + Vector2.right * speed * Time.fixedDeltaTime);
                    if(Input.GetKeyDown(KeyCode.W)){
                        CanUp = true;
                        CanRight = false;
                     }
                }else{
                    CanUp = true;
                }
            }
            
            
            ...

            ANSWER

            Answered 2021-Jun-10 at 10:41

            Generally, you want to reduce cyclomatic complexity to make debugging and figuring out logic easier. Cyclomatic complexity can usually be identified by having a number of if statements nested inside each other. Try:

            Source https://stackoverflow.com/questions/67916530

            QUESTION

            Exit out of frame and create new frame?
            Asked 2021-Jun-14 at 22:15
                    switch(arg0.getKeyCode()) {
                //if keycode is 'd' key
                case 68:
                    
                    break;
                    
                case 65:
                    System.out.println("stuff for left key using a");
                    break;
            
                case 87:
                    shark.MoveUp();
                    break;
                case 38:
                    shark.MoveUp();
                    break;
                case 82:
                    new Game();
                    break;
                }
            
            ...

            ANSWER

            Answered 2021-Jun-14 at 22:15

            i'd highly recommend on using JFrame.dispose() ONthe old Game as long as it expanding JFrame. If not you can add a method to the Game class that will dispose the JFrame it contains. A method as such will look like that:

            Source https://stackoverflow.com/questions/67977055

            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

            Instantiating a prefab and then adding a force to it (Projectile) - Unity
            Asked 2021-Jun-14 at 05:42

            I'm trying to add a force to the Rigidbody component of an instantiated projectile in Unity. I want to use this method as it is a simple throw mechanic and I just want the projectile to move in a small parabolic trajectory. The projectile prefab has already been attached to this script in the Unity editor and it does have a Rigidbody component.

            Here's my code so far:

            ...

            ANSWER

            Answered 2021-Jun-14 at 00:37
            private void ProjectileShoot()
            {
                if (Input.GetKeyDown(KeyCode.LeftShift) && !gameOver)
                {
                    GameObject projectileGO = (GameObject) Instantiate(projectilePrefab, transform.position, 
                        projectilePrefab.transform.rotation);
            
                    Rigidbody projectileRb = projectileGO.GetComponent();
                    projectileRb.AddForce(throwForce * Vector3.forward, ForceMode.Impulse);
                }
            }
            

            Source https://stackoverflow.com/questions/67963486

            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

            CameraX Analysis / Camera onPreviewFrame
            Asked 2021-Jun-13 at 01:15

            In CameraX Analysis, setTargetResolution(new Size(2560, 800), but in Analyzer imageProxy.getImage.getWidth=1280 and getHeight=400, and YUVToByte(imageProxy.getImage).length()=768000。In Camera, parameter.setPreviewSize(2560, 800) then byte[].length in onPreviewFrame is 3072000(equales 768000*(2560/1280)*(800/400))。How can I make CameraX Analyzer imageProxy.getImage.getWidth and getHeight = 2560 and 800, and YUVToByte(ImageProxy.getImage).length()=3072000? In CameraX onPreviewFrame(), res always = null, in Camera onPreviewFrame(), res can get currect value, what's the different between CameraX and Camera? And what should I do in CameraX?

            CameraX:

            ...

            ANSWER

            Answered 2021-Jun-13 at 01:15

            With regards to the image analysis resolution, the documentation of ImageAnalysis.Builder.setTargetResolution() states that:

            The maximum available resolution that could be selected for an ImageAnalysis is limited to be under 1080p.

            So setting a size of 2560x800 won't work as you expect. In return CameraX seems to be selecting the maximum ImageAnalysis resolution that has the same aspect ratio you requested (2560/800 = 1280/400).

            Source https://stackoverflow.com/questions/67930115

            QUESTION

            Making a game, should i load all the sprite animation images before start the game?
            Asked 2021-Jun-12 at 23:10

            It's better to load all animations sprites in a array before start or do this that also works fine too:

            ...

            ANSWER

            Answered 2021-Jun-12 at 23:10

            Preloading is usually the best thing to do (at least for frequently used assets, such as animation sprites), for these reasons:

            • Fetching resources over a network has a latency cost associated with it. When you are doing it during a game that should be running at 30-60 frames per second and responding to user inputs quickly, it may significantly degrade the player's experience.
            • If you are loading images on demand, you will need to consider the possibility that the image loading may fail (because of a network failure, for example) and what should be done in such a situation. An advantage of preloading is that you can choose to not let your game start if important assets are not available.

            In addition, the code you have posted will not work as you may have expected it to. It will only display frame3.png. This is because JavaScript in the browser is single-threaded: update and the keydown listener will never run concurrently, so the ctx.drawImage call in update will not see frame.src set to frame1.png or frame2.png.

            Source https://stackoverflow.com/questions/67952732

            QUESTION

            how to define event for keyPressed/keyCode...?
            Asked 2021-Jun-12 at 20:18

            A freshman here that's stuck and confused on an assignment.. I'm surely doing it wrong because I get error on keyPressed as event is not define, with the code below. How do I define event in this instances?...

            ...

            ANSWER

            Answered 2021-Jun-12 at 20:18

            First of all keypress event is deprecated. I am not sure what the nature of your assignment is, but you might go ahead with keydown instead.

            Also keydown is the event you want your code to watch for and use its properties. I presume KeyboardEvent.code is what you want.

            More details on MDN Web Docs: https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent

            Source https://stackoverflow.com/questions/67947747

            QUESTION

            KeyBinding multiple keys pressed not working
            Asked 2021-Jun-11 at 22:43

            So I have a painted rectangle that I want to move with the arrow keys that includes diagonal movement, or rather allowance of multiple keys being pressed at the same time (In other words, movement that is similar to player movement in a 2D game). I have attempted to do this with a KeyListener, which was not working. So I decided to move to KeyBindings and I found an example from this website: https://coderanch.com/t/606742/java/key-bindings (Rob Camick's post)

            I directly copied the code and it works as intended, except it is moving an icon and not a painted rectangle like I want to do. I have attempted to modify the code so that it would move a painted rectangle, but was only failing. Here is my latest attempt, which is also a minimal reproducible:

            ...

            ANSWER

            Answered 2021-Jun-11 at 22:43

            Okay, so one of the issues I have with the code you've presented is the fact that you're leak responsibility. It's not the responsibility of the NavigationAction to register key bindings or modify the state the of UI. It should only be responsible for generating a notification that the state has changed back to a responsible handler.

            This could be achieved through the use of some kind of model, which maintains the some kind of state, which is updated by the NavigationAction and read by the UI or, as I've chosen to do, via a delegation callback.

            Another issue is, what happens when the user releases the key? Another issue is, how do you deal with the delay in repeated key press (ie when you hold the key down, there is a small delay between the first key event and the repeating key events)?

            We can deal with these things through a simple change in mind set. Instead of using the NavigationAction to determine "what" should happen, it should be used to tell our UI "when" something has happened. In this a directional key has been pressed or released.

            Instead of reacting to key stroke directly, we either "add" or "remove" the direction from a state model and allow the Swing Timer to update the state of the UI accordingly, this will generally be faster and smoother.

            It also has the side effect of decoupling logic, as you no longer need to care about "how" the state was changed, only that it was and you can then decide how you want to react to it.

            This approach is generally commonly used (in some form or another) in gaming engines.

            Source https://stackoverflow.com/questions/67154074

            QUESTION

            Redux is able to set characters to an array however the remove action does not seem to reach the reducer
            Asked 2021-Jun-11 at 13:22

            I am using redux to update an array of characters as a user types or erases it, so that when the user correctly types the entire phrase I can set a success flag.

            So far when typing in characters the redux type SET_INPUT fires off and updates my state but unfortunately my REMOVE_INPUT doesn't seem to fire off but it does however reach the action.

            My Reducer: import { GET_PHRASE, SET_LOADING, SET_INPUT, REMOVE_INPUT } from "../types";

            ...

            ANSWER

            Answered 2021-Jun-11 at 13:18

            In your event handler you are not calling removeInput that was provided by connect (props.removeInput) but the imported removeInput that doesn't dispatch anything and just returns an action object, so I suggest changing the component definition to:

            Source https://stackoverflow.com/questions/67937319

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

            Vulnerabilities

            No vulnerabilities reported

            Install keycode

            You can install using 'npm i keycode' or download it from GitHub, npm.

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            gh repo clone timoxley/keycode

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