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>
This commit is contained in:
1 parent
4b0919a224
commit
3ab8d88ad6
13 files changed
+552
-3
No files matched your search
@@ -51,6 +51,11 @@ export interface NodeDef {
|
||||
outputs: PortDef[];
|
||||
/** Node settings that are not ports (key name, operator, variable). */
|
||||
params: PropertyDef[];
|
||||
/**
|
||||
* Settings that say nothing at this value set, so the node body leaves them off; the inspector
|
||||
* still offers them. Without it a switched-off repeat is two rows of "0" on every key node.
|
||||
*/
|
||||
hiddenParams?(params: PropertyBag): string[];
|
||||
/**
|
||||
* Pure data nodes are evaluated on demand when a downstream input needs their value; exec nodes
|
||||
* run when the flow reaches them. Event nodes have no `run` – the interpreter seeds their outputs.
|
||||
|
||||
Reference in new issue
Block a user