我希望能够处理键盘事件,但也能够按照我希望在我的代码中再次停止/开始处理它们。
我一直在阅读有关KeyboardEvent
的MDN Mozilla文档,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:
-
event.initEvent
-
event.preventDefault
但是,经过一些研究并试图将事情整合在一起,我正在挣扎,最终无法找到做到这一点的方法。
只是为了证明我试图弄清楚如何和解决我的解决方案,我想向您展示我到目前为止的内容:
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);
}
}
一起工作后,我们提出了这个解决方案:
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'
}
}
也许事件是" iscomposing"(布尔,如果是构图,则为true)字体:https://developer.mozilla.org/en-us/docs/web/api/keyboardevent