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>
169 lines
6.5 KiB
JavaScript
169 lines
6.5 KiB
JavaScript
import { edge, node } from '../lib/builders.mjs';
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/**
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* The auto-repeat of `On key down`: a held key fires again after a delay and then on its own
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* interval, which is what lets a Tetris piece slide sideways on one press.
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*
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* The step brings its own box and behavior with *two* `On key down` nodes on the same key – one
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* plain, one repeating. One hold then measures both at once, so "it repeated" cannot be confused
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* with "the key arrived more often than expected". Everything it adds is removed again at the end.
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*/
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const PLAIN = 'plain hit';
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const REPEATING = 'repeating hit';
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const DELAY = 300;
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const INTERVAL = 50;
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const repeatGraph = {
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nodes: [
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node('r-plain', 'OnKeyDown', 0, 0, { key: 'ArrowRight' }),
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node('r-plain-log', 'Log', 340, 0, { message: PLAIN }),
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node('r-repeat', 'OnKeyDown', 0, 220, {
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key: 'ArrowRight',
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repeatAfter: DELAY,
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repeatInterval: INTERVAL,
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}),
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node('r-repeat-log', 'Log', 340, 220, { message: REPEATING }),
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],
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edges: [
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edge('r-e1', 'r-plain', 'exec', 'r-plain-log', 'exec'),
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edge('r-e2', 'r-repeat', 'exec', 'r-repeat-log', 'exec'),
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],
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};
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export async function keyRepeat(t) {
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const { check, sleep, json, shot, click, holdKey, world, mutate, stop, select, typeText } = t;
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/** Both counts out of one read of the world, so the two are always of the same moment. */
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const hits = async () => {
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const log = (await world()).log;
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const count = (message) => log.filter((line) => line.includes(message)).length;
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return { plain: count(PLAIN), repeating: count(REPEATING) };
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};
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// 20a. A box with the two-node behavior below it, written into the model directly: what is under
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// test is the repeat, not another way of building a graph.
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await mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const proto = scene.objects[0];
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const a = structuredClone(p.assets.find((x) => x.id === 'mover'));
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Object.assign(a, {
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id: 'repeater',
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name: 'Repeater',
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props: { enabled: true, runInEditor: false },
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variables: [],
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graph: ${JSON.stringify(repeatGraph)},
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});
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p.assets.push(a);
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const make = (id, assetId, parentId, y) => {
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const o = structuredClone(proto);
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Object.assign(o, {
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id,
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assetId,
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name: id === 'r-box' ? 'Repeat box' : 'Repeater',
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position: { x: 0, y, z: 0 },
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parentId,
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overrides: {},
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instanceEdits: {},
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});
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return o;
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};
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scene.objects.push(make('r-box', 'crate', '', -300), make('r-logic', 'repeater', 'r-box', 0));
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`);
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await sleep(400);
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await t.play();
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await sleep(300);
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// 20b. A hold shorter than the delay is still just a press. Without this the check below would
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// also pass on a node that simply fires every frame the key is down.
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const beforeShort = await hits();
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await holdKey('ArrowRight', 120);
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await sleep(200);
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const afterShort = await hits();
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check(
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'a hold shorter than the delay fires once, repeat or not',
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afterShort.plain === beforeShort.plain + 1 && afterShort.repeating === beforeShort.repeating + 1,
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`plain ${beforeShort.plain} → ${afterShort.plain}, repeating ${beforeShort.repeating} → ${afterShort.repeating} over 120 ms with a ${DELAY} ms delay`,
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);
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// 20c. Hold it past the delay: the plain node still counts one press, the repeating one runs.
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await holdKey('ArrowRight', 800);
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await sleep(200);
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const afterLong = await hits();
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const gained = afterLong.repeating - afterShort.repeating;
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check(
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'holding past the delay keeps the repeating node firing, while the plain one counts one press',
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afterLong.plain === afterShort.plain + 1 && gained > 4 && gained < 25,
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`plain +${afterLong.plain - afterShort.plain}, repeating +${gained} over 800 ms (press + ~${Math.round((800 - DELAY) / INTERVAL)} repeats expected)`,
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);
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await stop();
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await sleep(300);
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// 20d. Both settings are on the node itself, so a graph can be tuned where it is built.
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await select({ kind: 'node', assetId: 'repeater', nodeId: 'r-repeat' });
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await sleep(300);
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const afterField = await json(`__gm.inspectorField('Repeat after (ms)')`);
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const intervalField = await json(`__gm.inspectorField('Repeat interval (ms)')`);
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check(
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'the node inspector offers the delay and the interval',
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afterField !== null && intervalField !== null,
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JSON.stringify({ afterField, intervalField }),
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);
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// A switched-off repeat is worth no rows: two lines of "0" on every key node would make each
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// one taller for nothing. The repeating node next to it shows both, so this is not just hiding.
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const plainRows = await json(`__gm.graph.nodeSettings('r-plain')`);
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const repeatRows = await json(`__gm.graph.nodeSettings('r-repeat')`);
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check(
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'a node with no repeat set carries no repeat rows, the repeating one carries both',
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plainRows.length === 1 &&
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repeatRows.length === 3 &&
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repeatRows.some((r) => r.startsWith('Repeat after')) &&
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repeatRows.some((r) => r.startsWith('Repeat interval')),
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JSON.stringify({ plainRows, repeatRows }),
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);
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await shot('40-key-repeat-node');
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await click(afterField.x, afterField.y);
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await typeText('750');
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await click(intervalField.x, intervalField.y);
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await sleep(200);
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const params = await json(
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`__gm.state.project.assets.find((a) => a.id === 'repeater').graph.nodes.find((n) => n.id === 'r-repeat').params`,
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);
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check(
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'typing a new delay lands on the node',
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params.repeatAfter === 750 && params.repeatInterval === INTERVAL,
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JSON.stringify(params),
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);
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// 20e. The typed value is what the next run obeys: 750 ms is longer than this hold, so the
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// repeating node falls silent although nothing else about the graph changed.
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await t.play();
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await sleep(300);
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const beforeTuned = await hits();
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await holdKey('ArrowRight', 500);
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await sleep(200);
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const afterTuned = await hits();
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check(
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'the delay typed into the inspector is the one the run uses',
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afterTuned.repeating === beforeTuned.repeating + 1,
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`repeating ${beforeTuned.repeating} → ${afterTuned.repeating} over 500 ms with the delay raised to 750 ms`,
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);
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await stop();
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await sleep(300);
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await mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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scene.objects = scene.objects.filter((o) => o.id !== 'r-box' && o.id !== 'r-logic');
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p.assets = p.assets.filter((a) => a.id !== 'repeater');
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`);
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await sleep(300);
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check(
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'the step leaves nothing of its own behind',
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(await json(`__gm.sceneObjects().filter((o) => o.id.startsWith('r-')).length`)) === 0,
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);
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}
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