im creating a browser game and i have added keybinds so the player can use keys to move around the world. If people use the buttons to move, these buttons are getting hidden for 5 seconds to allow an animation to end. Now i want to do this for the keybinds too. For example: Player presses spacebar and a interval will run that lasts 5 seconds. Pressing space again will glitch out really bad running the same interval twice. So how do i disable a function for 5 seconds after it has been called so that it won't glitch out?
This is the code i use for the keys:
<script>
document.body.onkeyup = function(e){
if(e.keyCode == 32){
var cmd = "<?php echo $row['HEADING']; ?>";
if(cmd == "N") myMoveUp();
if(cmd == "E") myMoveRight();
if(cmd == "S") myMoveDown();
if(cmd == "W") myMoveLeft();
}
if(e.keyCode == 37){
ChangeHeadingKP("W");
}
if(e.keyCode == 38){
ChangeHeadingKP("N");
}
if(e.keyCode == 39){
ChangeHeadingKP("E");
}
if(e.keyCode == 40){
ChangeHeadingKP("S");
}
}
</script>
Any help would be appreciated.
I wouldn't rely on timing (say, 5 seconds) because when you change them, you'll have to review your code.
Instead I'd rely on toggling a flag by calling specific methods, like this:
keymanager.suspend();
// play animation, cutscene or whatever
keymanager.resume();
Those two functions are easy to define, along with the keymanager
, as follows:
var keymanager = {
"active": true,
"suspend": () => {
keymanager.active = false;
},
"resume": () => {
keymanager.active = true;
}
};
All that remains is the key event handler bailing out when keys are deactivated:
document.body.onkeyup = function (e) {
if (!keymanager.active)
{
return; // do not process any keys
}
// rest of your code...
}
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