keycode | Use human key names instead of keycode numbers | Keyboard library
kandi X-RAY | keycode Summary
kandi X-RAY | keycode Summary
Use human key names instead of keycode numbers for your keyboard bindings.
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QUESTION
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 10:41Generally, 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:
QUESTION
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 22:15i'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:
QUESTION
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 21:31this
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 => { /*...*/ })
QUESTION
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 00:37private 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);
}
}
QUESTION
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:
Code (also on codepen)
html:
...ANSWER
Answered 2021-Jun-14 at 03:09First 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.
QUESTION
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 01:15With 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).
QUESTION
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 23:10Preloading 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
.
QUESTION
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 20:18First 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
QUESTION
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 22:43Okay, 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.
QUESTION
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 13:18In 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:
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