Let On key down repeat while the key stays held
A held key fired once and then nothing, so sliding a Tetris piece sideways or walking a menu meant building a timer next to every key node. Two settings on the node do it now: Repeat after and Repeat interval, both in milliseconds so the usual values stay whole numbers (300, 50) instead of 0.3 and 0.05. A delay of 0 keeps the node exactly as it was, an interval of 0 means every frame. The browser's own auto-repeat is deliberately not used - Input.press has always dropped it - because its delay and rate are an operating-system setting of the player's, not a game's. The repeat is built from the measured hold time instead, per node, so two nodes on one key keep their own clocks. The rule itself is a pure function in keyRepeat.ts and is checked without a world. Both rows stay off the node body while the delay is 0: two lines of "0" on every key node in every graph would be noise, and the screenshot said so. NodeDef gains hiddenParams for that; the inspector still shows them. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -51,6 +51,11 @@ export interface NodeDef {
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outputs: PortDef[];
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/** Node settings that are not ports (key name, operator, variable). */
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params: PropertyDef[];
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/**
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* Settings that say nothing at this value set, so the node body leaves them off; the inspector
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* still offers them. Without it a switched-off repeat is two rows of "0" on every key node.
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*/
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hiddenParams?(params: PropertyBag): string[];
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/**
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* Pure data nodes are evaluated on demand when a downstream input needs their value; exec nodes
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* run when the flow reaches them. Event nodes have no `run` – the interpreter seeds their outputs.
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@@ -0,0 +1,56 @@
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/**
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* The auto-repeat of `On key down`, kept apart from the runtime so it can be checked without a
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* world: given how long the key has been held, how often does the node fire this frame?
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*
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* The browser's own key auto-repeat is deliberately not used (`Input.press` drops it): its delay
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* and rate are an operating-system setting, not something a game can tune.
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*/
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/** Smallest repeat gap, mirroring `On timer`; 0 keeps its own meaning of "every frame". */
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export const MIN_REPEAT_INTERVAL = 0.01;
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export interface KeyRepeatState {
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/** Seconds since the key went down. */
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held: number;
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/** Repeats so far in this press; the next is due at `after + repeats × interval`. */
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repeats: number;
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}
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export interface KeyRepeatStep {
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/** The key went down *this frame*, as opposed to `down`, which is the whole hold. */
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pressed: boolean;
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down: boolean;
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dt: number;
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/** Seconds of holding before the first repeat; 0 switches repeating off. */
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after: number;
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/** Seconds between repeats; 0 fires every frame. */
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interval: number;
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}
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/**
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* `state` is null while the key is not being tracked. A key that is already held when tracking
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* starts stays untracked until it is pressed again, so a repeat never runs without its first fire.
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*/
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export function stepKeyRepeat(
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state: KeyRepeatState | null,
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step: KeyRepeatStep,
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): { state: KeyRepeatState | null; fires: number } {
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if (step.pressed) return { state: { held: 0, repeats: 0 }, fires: 1 };
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if (!step.down) return { state: null, fires: 0 };
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if (!state) return { state: null, fires: 0 };
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const after = Math.max(0, step.after);
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const held = state.held + Math.max(0, step.dt);
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if (after <= 0 || held < after) return { state: { ...state, held }, fires: 0 };
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if (step.interval <= 0) return { state: { ...state, held }, fires: 1 };
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const interval = Math.max(MIN_REPEAT_INTERVAL, step.interval);
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let repeats = state.repeats;
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let fires = 0;
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while (held >= after + repeats * interval) {
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repeats += 1;
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fires += 1;
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}
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return { state: { held, repeats }, fires };
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}
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@@ -1,12 +1,19 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { asNumber } from '../../values';
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import { exec, keyParam } from '../shared';
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export const OnKeyDown: NodeDef = {
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type: 'OnKeyDown',
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label: 'On key down',
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category: 'event',
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description: 'Runs once when the key is pressed.',
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description: 'Runs when the key is pressed, and again while it stays held if a repeat is set.',
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inputs: [],
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outputs: [exec()],
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params: [keyParam],
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params: [
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keyParam,
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{ key: 'repeatAfter', label: 'Repeat after (ms)', kind: 'number', default: 0, min: 0, step: 50 },
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{ key: 'repeatInterval', label: 'Repeat interval (ms)', kind: 'number', default: 0, min: 0, step: 10 },
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],
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// Both rows go together: with no delay there is no repeat, so the interval is not in play either.
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hiddenParams: (params) => (asNumber(params.repeatAfter ?? 0) > 0 ? [] : ['repeatAfter', 'repeatInterval']),
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};
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