keycodes | Easy visualizer for JavaScript KeyCodes | Frontend Framework library
kandi X-RAY | keycodes Summary
kandi X-RAY | keycodes Summary
A simple webpage that responds to the key pressed and returns the JavaScript 'on-key pressed' keycode.
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QUESTION
I'm building a website according to a tutorial online where I use font awesome for the menu icons. Given that the CDN is present in my code along with the keycodes for the different icons, I can't see the icon on my webpage.
index.html:
...ANSWER
Answered 2022-Apr-02 at 00:18Update your CDN URL to this:
QUESTION
I am trying to fix an implementation of readline for the browser, and it would be nice if I could have the same behaviour that libuv for windows does. I want to know where can I find which keycodes maps to what? For example from https://github.com/nodejs/node/blob/HEAD/lib/internal/readline/utils.js#L232 we know that
...ANSWER
Answered 2022-Mar-29 at 09:42I didn't find this table documented anywhere, but I am going to post the data that I got by experimentally trying all the keys in my keyboard available, hope this helps someone. I prefix the keys with 'c' to mean that control was pressed, and 's' to mean that shift was pressed.
QUESTION
I've got a bunch of code set up that uses InputListener.keyDown
to test keys pressed, and uses those keycodes to display keystroke hints. However, on non-QWERTY keyboard layouts (like Dvorak or Colemak), getting those keycodes via Input.Keys.toString(keycode)
doesn't return the actual character that would be displayed by pressing the key. (For example, pressing the 'E' key on my QWERTY-hardware keyboard will always return the keycode for 'E', rather than returning the keycode for 'F' when I'm using a Colemak keyboard layout)
Is there a way to use a keycode to get the actual value that would be typed when pressing that key?
Using keyTyped
gives me the correct character value, but switching all the code from keyDown to keyTyped would be a hefty refactor.
ANSWER
Answered 2022-Mar-25 at 20:13Fixed! I ended up using GLFW.glfwGetKeyName
and DefaultLwjgl3Input.getGlfwKeyCode
to get the keyname where possible, and falling back to just using Input.Keys.toString
in other cases (specifically, non-alphanumeric keys)
QUESTION
I am trying to create a grappling hook in Phaser 3. I can successfully shoot the grappling hook at an upward angle away from the player. I need to get the player to move towards the grappling hook when the grappling hook reaches its destination. The problem is that I can't access the player object in my Spawner.ts
file to move the player object. If I could access the player object I could set the velocity at the moment of collision between the grappling hook and the level.
This is the relevant code in the Spawner.ts
file:
ANSWER
Answered 2022-Jan-21 at 08:16Refactor the GrapplingHook
constructor to accept the player too
In Spawner.ts
QUESTION
I'm not a big fan of the command line readline keyboard shortcuts so I'm hoping to remap C-Right/C-Left to navigate one word back/forward and C-BS and C-Del to delete one word back/forward. However, after reading the documentation and forumns, I'm not able to figure out how to do this.
Currently, when C-left/C-right are typed in the command line, the cursor doesn't move and instead keycodes are inserted (C-left = [1;5D, C-right = [1;5C). I've tried many remappings but the mappings that I would think would work best for this are:
...ANSWER
Answered 2022-Mar-07 at 23:49List of keys that are supported by angle-bracket notation is available in the documentation. And combinations of Ctrl with arrow keys are not there.
See this GitHub issue for a discussion of why and an example of how to work around it:
QUESTION
Consider this program:
...ANSWER
Answered 2022-Feb-24 at 11:52The following code works:
QUESTION
I am new to angular.After reaching to clientapp folder of my project,I have used command called 'ng serve'. I am getting an error. Your global Angular CLI version (12.2.9) is greater than your local version (11.2.18). The local Angular CLI version is used.
To disable this warning use "ng config -g cli.warnings.versionMismatch false".(Yellow color msg) An unhandled exception occurred: The target entry-point "@angular/material/menu" has missing dependencies:
- @angular/cdk/a11y
- @angular/cdk/coercion
- @angular/cdk/keycodes
- @angular/cdk/portal
- @angular/cdk/bidi
- @angular/cdk/overlay
- @angular/cdk/platform
- @angular/cdk/scrolling (in red color). So again I have used npm install command and ng serve.Still getting this error.
What shall I do now?
...ANSWER
Answered 2022-Feb-08 at 07:57Your global Angular CLI version (12.2.9) is greater than your local version (11.2.18). The local Angular CLI version is used.
Angular cli is producing this warning because your project is build with 11.2.18
while your globally installed version is 12.2.9
. You can ignore this warning because your project will use locally installed 11.2.18
version present in node-modules
folder.
An unhandled exception occurred: The target entry-point "@angular/material/menu" has missing dependencies:
You are getting this error because some of the modules of @angular/material
internally depend on @angular/cdk
package.
Try installing @angular/cdk
package with:
QUESTION
I have a class "Person" like so:
...ANSWER
Answered 2022-Feb-08 at 06:25A non-static method requires an object to call it on. An ordinary function pointer doesn't have room to hold a reference to an object.
If you change your map to hold std::function
instead, you can then use std::bind()
or a lambda to associate an object with a method pointer, eg:
QUESTION
I'm new to Phaser and I tried to make a game in it.
For adding the physics i followed the phaser.io tutorial for physics.
This is my code 👇
ANSWER
Answered 2021-Nov-10 at 00:20I'm not sure if this is a big deal or not but I noticed in your config that you have 'matter' as your default but you want to use 'arcade'. Maybe changing default to 'arcade' might do the trick.
QUESTION
This is my code, I posted this question earlier but it was not very clear so I am making a repost The issue is in the createBox() function (or when it gets called). The box gets created once when the game starts but cannot be created again with the keypress of s. I would like help making the box spawn in when s is pressed and move across the screen. The player should be able to jump off of the box.
...ANSWER
Answered 2022-Feb-02 at 09:49the fastest solution would be to bind
the scene to the function createBox
in the update
function:
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