Get action when press two keys at the same time - events

How can I get the action when pressing tow keys at the same time, for example the action when pressing the up and right arrow at the same time.

This example uses JQuery but you should get the idea.
var down = false, right = false;
$(document).keydown(function(e) {
if(e.which == 40) down = true;
if(e.which == 39) right = true;
if(down && right) {
alert("Both keys pressed!");
down = right = false; // required 'cause alert stops 'keyups'
}
});
$(document).keyup(function(e) {
if(e.which == 40) down = false;
if(e.which == 39) right = false;
});

Related

html/css-/js drag and drop for mouse and touch combine with rotate with every click?

I use a script for moving an object both with mouse and touch screen. This works.
I have another script to make the object rotate 90 degrees with each click, this also works.
It just doesn't work together.
When I merge them, the move still works, but with a click the object moves back to the starting position and only rotates there.
I've read that I should merge this but I don't know how. Below both scripts.
Thanks in advance for responses.
var container = document.querySelector("#container");
var activeItem = null;
var active = false;
container.addEventListener("touchstart", dragStart, false);
container.addEventListener("touchend", dragEnd, false);
container.addEventListener("touchmove", drag, false);
container.addEventListener("mousedown", dragStart, false);
container.addEventListener("mouseup", dragEnd, false);
container.addEventListener("mousemove", drag, false);
function dragStart(e) {
if (e.target !== e.currentTarget) {
active = true;
// this is the item we are interacting with
activeItem = e.target;
if (activeItem !== null) {
if (!activeItem.xOffset) {
activeItem.xOffset = 0;
}
if (!activeItem.yOffset) {
activeItem.yOffset = 0;
}
if (e.type === "touchstart") {
activeItem.initialX = e.touches[0].clientX - activeItem.xOffset;
activeItem.initialY = e.touches[0].clientY - activeItem.yOffset;
} else {
console.log("doing something!");
activeItem.initialX = e.clientX - activeItem.xOffset;
activeItem.initialY = e.clientY - activeItem.yOffset;
}
}
}
}
function dragEnd(e) {
if (activeItem !== null) {
activeItem.initialX = activeItem.currentX;
activeItem.initialY = activeItem.currentY;
}
active = false;
activeItem = null;
}
function drag(e) {
if (active) {
if (e.type === "touchmove") {
e.preventDefault();
activeItem.currentX = e.touches[0].clientX - activeItem.initialX;
activeItem.currentY = e.touches[0].clientY - activeItem.initialY;
} else {
activeItem.currentX = e.clientX - activeItem.initialX;
activeItem.currentY = e.clientY - activeItem.initialY;
}
activeItem.xOffset = activeItem.currentX;
activeItem.yOffset = activeItem.currentY;
setTranslate(activeItem.currentX, activeItem.currentY, activeItem);
}
}
function setTranslate(xPos, yPos, el) {
el.style.transform = "translate3d(" + xPos + "px, " + yPos + "px, 0)";
}
// Make blocks rotate 90 deg on each click
var count=0;
function rot(e){
count++;
var deg=count*90;
e.style.transform = "rotate("+deg+"deg)";
}
So I put them in a file but then it only works as described above.

I'm trying to make upgrade system I cannot find way to save this data after when I Start game

private void Update()
{
Score.text = puanlama.ToString();
if (puanlama < firstbarvalue)//used for first bar value to open button activeness
{
activeness.interactable = false;
}
if (puanlama >= firstbarvalue && counterbars == 1)//counterbar for button activeness
{
textforvalues.text = firstbarvalue.ToString();// button value on it
activeness.interactable = true;
}
if (counterbars == 2)
{
activeness.interactable = false;
}
if (puanlama >= secondbarvalue && counterbars == 2)
{
textforvalues.text = secondbarvalue.ToString();
activeness.interactable = true;
}
if (counterbars == 3)
{
activeness.interactable = false;
}
}
public void Buttonactiveness()// Button activeness that I assign to my button[Here button and bars that I used][1]
{
if (puanlama >= firstbarvalue && counterbars == 1)
{
Fuelbars[0].SetActive(true);
for (int i = 1; i < Fuelbars.Length; i++)
{
Fuelbars[i].SetActive(false);
}
puanlama = puanlama - firstbarvalue;
counterbars++;
}
else if (puanlama >= secondbarvalue && counterbars == 2)//Bars which is second one
{
Fuelbars[0].SetActive(true);
Fuelbars[1].SetActive(true);
for (int i = 2; i < Fuelbars.Length; i++)
{
Fuelbars[i].SetActive(false);
}
puanlama = puanlama - secondbarvalue;
counterbars++;
}
I'm trying to put some code to turn this code to player pref and save this data.
playerpref counter bar is not working any suggest
Button activeness that I assign to my buttonHere button and bars that I used
Fuelbars which I'm trying to add is important part of work
counterbar for button activeness
In update section I tried to control button activeness and I changed button text

Ace Editor: Lock or Readonly Code Segment

Using the Ace Code Editor can I lock or make readonly a segment of code but still allow other lines of code to be written or edited during a session?
Here is the start of a solution:
$(function() {
var editor = ace.edit("editor1")
, session = editor.getSession()
, Range = require("ace/range").Range
, range = new Range(1, 4, 1, 10)
, markerId = session.addMarker(range, "readonly-highlight");
session.setMode("ace/mode/javascript");
editor.keyBinding.addKeyboardHandler({
handleKeyboard : function(data, hash, keyString, keyCode, event) {
if (hash === -1 || (keyCode <= 40 && keyCode >= 37)) return false;
if (intersects(range)) {
return {command:"null", passEvent:false};
}
}
});
before(editor, 'onPaste', preventReadonly);
before(editor, 'onCut', preventReadonly);
range.start = session.doc.createAnchor(range.start);
range.end = session.doc.createAnchor(range.end);
range.end.$insertRight = true;
function before(obj, method, wrapper) {
var orig = obj[method];
obj[method] = function() {
var args = Array.prototype.slice.call(arguments);
return wrapper.call(this, function(){
return orig.apply(obj, args);
}, args);
}
return obj[method];
}
function intersects(range) {
return editor.getSelectionRange().intersects(range);
}
function preventReadonly(next, args) {
if (intersects(range)) return;
next();
}
});
see it working in this fiddle: http://jsfiddle.net/bzwheeler/btsxgena/
The major working pieces are:
create start and end ace anchors which track the location of a 'readonly' portion as the document around it changes.
create a range to encapsulate the anchors
add a custom keyhandler to check if the current impending keypress will affect the readonly range and cancel it if so.
add custom paste/cut handlers to protect against right-click menu and browser menu cut/paste actions
You can do it by listening to the exec events:
// Prevent editing first and last line of editor
editor.commands.on("exec", function(e) {
var rowCol = editor.selection.getCursor();
if ((rowCol.row === 0) || ((rowCol.row + 1) === editor.session.getLength())) {
e.preventDefault();
e.stopPropagation();
}
});
Source: https://jsfiddle.net/tripflex/y0huvc1b/
I suggest something else easier and more reliable to prevent range to be modified (check it!)
var old$tryReplace = editor.$tryReplace;
editor.$tryReplace = function(range, replacement) {
return intersects(range)?null:old$tryReplace.apply(this, arguments);
}
var session = editor.getSession();
var oldInsert = session.insert;
session.insert = function(position, text) {
return oldInsert.apply(this, [position, outsideRange(position)?text:""]);
}
var oldRemove = session.remove;
session.remove = function(range) {
return intersects(range)?false:oldRemove.apply(this, arguments);
}
var oldMoveText = session.moveText;
session.moveText = function(fromRange, toPosition, copy) {
if (intersects(fromRange) || !outsideRange(toPosition)) return fromRange;
return oldMoveText.apply(this, arguments)
}
outsideRange = function (position) {
var s0 = range.start;
if (position.row < s0.row || (position.row == s0.row && position.column <= s0.column)) return true; // position must be before range.start
var e0 = range.end;
if (position.row > e0.row || (position.row == e0.row && position.column >= e0.column)) return true; // or after range.end
return false;
}
intersects = function(withRange) {
var e = withRange.end, s0 = range.start, s = withRange.start, e0 = range.end;
if (e.row < s0.row || (e.row == s0.row && e.column <= s0.column)) return false; // withRange.end must be before range.start
if (s.row > e0.row || (s.row == e0.row && s.column >= e0.column)) return false; // or withRange.start must be after range.end
return true;
}

a puzzle game algorithm in as3

I am creating game like http://www.puzzlegames.org/814games-Connect-2-Game-game.html. so what should i add in connected() function?
fB and sB are First and second button selected.
fBN and sBN are names of those buttons.
allNull() makes fB,sB, fBN, sBN null.
function onClick(e:MouseEvent):void {
if (! another) {
another = true;
fB = e.target;
fBN = e.target.name;
}
else {
sB = e.target;
sBN = e.target.name;
if (fBN == sBN)
{
allNull();
}
else if (connected())
{
fB.removeEventListener(MouseEvent.MOUSE_DOWN, onClick);
sB.removeEventListener(MouseEvent.MOUSE_DOWN, onClick);
fB.alpha = 0;
sB.alpha = 0;
pairCount++;
allNull();
if (pairCount == 25)
{
gameOver = false;
showScore();
endGame();
}
}
another = false;
}
}
Please help. I am trying to solve this problem since 15 days.
Thanks in advance.

jqGrid multiple row selection advanced

I want the following ability in jqGrid.
When a user clicks on the checkbox in the grid a row is selected.
When the user subsequently clicks "Control key" and selects the checkbox the user can subsequently select more no of rows. Then when user clicks on the checkbox and if the current row is selected, the current row is then selected. Is this possible with jqGrid?
However nothing should happen when cells are are clicked. Only events should be available from checkbox.
Yes, it should be possible. Take a look at the normal example for checkbox selection - it gets you part of the way there. It doesn't really handle the SHIFT select stuff the way you'd expect, though.
I did some searching and found this code on the jqGrid support site:
function multiSelectHandler(sid, e) {
var grid = $(e.target).closest("table.ui-jqgrid-btable");
var ts = grid[0], td = e.target;
var scb = $(td).hasClass("cbox");
if ((td.tagName == 'INPUT' && !scb) || td.tagName == 'A') {
return true;
}
var sel = grid.getGridParam('selarrrow');
var selected = $.inArray(sid, sel) >= 0;
if (e.ctrlKey || (scb && (selected || !e.shiftKey))) {
grid.setSelection(sid,true);
} else {
if (e.shiftKey) {
var six = grid.getInd(sid);
var min = six, max = six;
$.each(sel, function() {
var ix = grid.getInd(this);
if (ix < min) min = ix;
if (ix > max) max = ix;
});
while (min <= max) {
var row = ts.rows[min++];
var rid = row.id;
if (rid != sid && $.inArray(rid, sel)<0) {
grid.setSelection(row.id, false);
}
}
} else if (!selected) {
grid.resetSelection();
}
if (!selected) {
grid.setSelection(sid,true);
} else {
var osr = grid.getGridParam('onSelectRow');
if ($.isFunction(osr)) {
osr(sid, true);
}
}
}
}
To use it, you're supposed to be able to set the beforeSelectRow handler to this function. Ex. something like this:
$("#gridid").jqGrid({
// Rest of code to configure grid
beforeSelectRow: multiSelectHandler,
// Other handlers/configuration
});

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