我希望能够处理键盘事件,但也能够在我的代码中再次停止/开始处理它们。
我一直在阅读关于KeyboardEvent
的{{3}},以及它从Event
继承的方式,我看到我能够使用一些有用的方法来实现我想要实现的目标如:
event.initEvent
event.preventDefault
但经过一些研究并试图把事情放在一起后,我正在努力,最终找不到办法。
为了证明我已经试图弄清楚我的解决方案是如何工作的,我想告诉你到目前为止我所拥有的:
class Game {
private gameOver: boolean = false;
private timeOfRoundMillis: number = 5 * 1000;
private keyboardEvent: KeyboardEvent;
private capturedInput: string[];
constructor() {}
public play(): void {
this.round();
}
private round(): void {
if (!this.gameOver) {
// I want to start capturing keys
keyboardEvent.initEvent();
setTimeout(() => {
// Now I want to stop capturing keys to process the input
keyboardEvent.preventDefault();
this.processPlayerInput();
this.emptyCapturedInput();
this.round();
}, this.timeOfRoundMillis);
}
}
private processPlayerInput(): void {
// do some stuff with 'capturedInput'
}
// I want to call this every time a key is pressed if
// capturing keyboard events is active
private capture(e): void {
capturedInput.push(e.keyPressed);
}
}
答案 0 :(得分:3)
在一起工作后,我们推出了这个解决方案:
var keypress = require('keypress');
declare var process: any;
class Game {
private gameOver: boolean = false;
private timeOfRoundMillis: number = 5 * 1000;
private capturedInput: string[];
constructor() {
keypress(process.stdin);
process.openStdin().on('keypress', (key) => {
// I want to call this every time a key is pressed
this.capturedInput.push(key);
});
process.stdin.setRawMode(true);
}
public play(): void {
this.round();
}
private round(): void {
if (!this.gameOver) {
setTimeout(() => {
// Now I want to stop capturing keys to process the input
this.isCapturingKeys = false; // need to set it to true when you desire to start capturing again
this.processPlayerInput();
this.emptyCapturedInput();
this.round();
}, this.timeOfRoundMillis);
} else {
process.stdin.pause(); // close stdin events
}
}
private processPlayerInput(): void {
// do some stuff with 'capturedInput'
}
}
答案 1 :(得分:-1)
也许事件是“isComposing”(布尔值,如果它正在编写,则为true) 字体:https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent