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

+27 -1
View File
@@ -1,10 +1,13 @@
import {
asNumber,
type EntityHandle,
type GraphNode,
GraphInterpreter,
isHandleEnabled,
type NodeContext,
type TraceListener,
} from '../../core/graph';
import { stepKeyRepeat } from '../../core/graph/keyRepeat';
import { behaviorLookup } from '../../core/model/behaviorPrograms';
import type { PropertyBag } from '../../core/model/Properties';
import { findAsset, type Project } from '../../core/model/Project';
@@ -100,7 +103,7 @@ export class BehaviorSystem implements System {
this.run(
instance,
(i, ctx) => {
for (const key of this.input.justPressed) i.fire('OnKeyDown', ctx, {}, (n) => keyOf(n) === key);
for (const node of i.eventNodes('OnKeyDown')) this.fireKeyDown(i, ctx, node, dt);
for (const key of this.input.justReleased) i.fire('OnKeyUp', ctx, {}, (n) => keyOf(n) === key);
for (const key of this.input.heldKeys) i.fire('OnKeyHeld', ctx, { dt }, (n) => keyOf(n) === key);
for (const node of i.eventNodes('OnTimer')) {
@@ -128,6 +131,29 @@ export class BehaviorSystem implements System {
}
}
/**
* The press plus whatever repeats holding the key has earned. Each node keeps its own hold clock
* in `nodeState`, so two nodes on the same key repeat on their own schedules.
*/
private fireKeyDown(i: GraphInterpreter, ctx: NodeContext, node: GraphNode, dt: number): void {
const key = String(node.params.key ?? '');
const stored = i.nodeState.get(node.id);
const { state, fires } = stepKeyRepeat(
stored ? { held: stored.held ?? 0, repeats: stored.repeats ?? 0 } : null,
{
pressed: this.input.justPressed.has(key),
down: this.input.heldKeys.has(key),
dt,
// The node asks for milliseconds so the fields stay whole numbers; the clock runs in seconds.
after: asNumber(node.params.repeatAfter ?? 0) / 1000,
interval: asNumber(node.params.repeatInterval ?? 0) / 1000,
},
);
if (state) i.nodeState.set(node.id, { held: state.held, repeats: state.repeats });
else i.nodeState.delete(node.id);
for (let fired = 0; fired < fires; fired++) i.fire('OnKeyDown', ctx, {}, (n) => n.id === node.id);
}
/**
* Collision events for this behavior: every pair in which one collider belongs to the
* behavior's body (its owner, or itself when it has none) fires once, with `other` being