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:
rootandClaude Opus 5 committed 2026-09-09 22:44:00 +02:00
1 parent 4b0919a224
commit 3ab8d88ad6
13 files changed
+552 -3

No files matched your search

+7
View File
@@ -119,7 +119,9 @@ export class NodeView extends Widget {
): void {
this.def = def;
this.problem = problem;
const hidden = new Set(this.def.hiddenParams?.(node.params) ?? []);
this.paramLines = this.def.params
.filter((p) => !hidden.has(p.key))
.map((p) => ({
label: p.label,
value: formatParam(p, node.params[p.key] ?? p.default, asset, project),
@@ -148,6 +150,11 @@ export class NodeView extends Widget {
return this.problem;
}
/** The setting rows as drawn, for the same reason. */
get settingLines(): string[] {
return [...this.paramLines];
}
/** Everything above the first port row. The problem line sits in here, so ports move down with it. */
private headerHeight(): number {
const lines = this.paramLines.length + (this.problem ? 1 : 0);