I have this code which makes a square move, but when i for example press the right arrow key then the left arrow key and release the right arrow key, the square pauses for a while and then just moves the left.
is there a way to get rid of this pause?
this is the code i have now:
let velocity = 10
let x = 375
let y = 225
setInterval(function(){
document.getElementById("square").style.left = x + "px";
document.getElementById("square").style.top = y + "px";
}, 1)
var direction = ""
function currentDirection(movingToDirection){
if(movingToDirection != direction){
return true
}
else {
return false
}
}
function Sup() {
if(currentDirection("Sup")){
direction = "Sup";
var Sloopup = setInterval(function(){
y -= velocity/10
}, 1)
window.Sloopup = Sloopup
}
}
function Sdown() {
if(currentDirection("Sdown")){
direction = "Sdown";
var Sloopdown = setInterval(function(){
y += velocity/10
}, 1)
window.Sloopdown = Sloopdown
}
}
function Sleft() {
if(currentDirection("Sleft")){
direction = "Sleft";
var Sloopleft = setInterval(function(){
x -= velocity/10
}, 1)
window.Sloopleft = Sloopleft
}
}
function Sright() {
if(currentDirection("Sright")){
direction = "Sright";
var Sloopright = setInterval(function(){
x += velocity/10
}, 1)
window.Sloopright = Sloopright
}
}
function Break(Function) {
direction = ""
if (Function = "Sup") {
clearInterval(window.Sloopup)
} if (Function = "Sdown") {
clearInterval(window.Sloopdown)
} if (Function = "Sleft") {
clearInterval(window.Sloopleft)
} if (Function = "Sright") {
clearInterval(window.Sloopright)
}
}
document.addEventListener("keydown", event => {
if(event.key==="ArrowUp") {Sup()}
if(event.key==="ArrowDown") {Sdown()}
if(event.key==="ArrowLeft") {Sleft()}
if(event.key==="ArrowRight") {Sright()}
})
document.addEventListener("keyup", event => {
if(event.key==="ArrowUp") {Break("Sup")}
if(event.key==="ArrowDown") {Break("Sdown")}
if(event.key==="ArrowLeft") {Break("Sleft")}
if(event.key==="ArrowRight") {Break("Sright")}
})
and I also have a online example:
Online example
Any help is very appreciated!
Try this:
var Keys = {
up: false,
down: false,
left: false,
right: false
};
let y = 10;
let x = 10;
document.addEventListener("keydown", (event) => {
if (event.key === "ArrowLeft") Keys.left = true;
else if (event.key === "ArrowUp") Keys.up = true;
else if (event.key === "ArrowRight") Keys.right = true;
else if (event.key === "ArrowDown") Keys.down = true;
});
document.addEventListener("keyup", (event) => {
if (event.key === "ArrowLeft") Keys.left = false;
else if (event.key === "ArrowUp") Keys.up = false;
else if (event.key === "ArrowRight") Keys.right = false;
else if (event.key === "ArrowDown") Keys.down = false;
});
setInterval(() => {
if (Keys.up) {
y -= 1;
} else if (Keys.down) {
y += 1;
}
if (Keys.left) {
x -= 1;
} else if (Keys.right) {
x += 1;
}
}, 1);
setInterval(() => {
document.getElementById("app").style.left = x + "px";
document.getElementById("app").style.top = y + "px";
}, 1);
There might be some delay when you clear and set a new interval. Here I set 2 interval that keep listening to keydown, which you will need to clear later when the game ends
Here's the sandbox
so below my suggestion if I understand well your problem:
document.addEventListener("keydown", event => {
// the issue occurs here, you have to disable all current keydown event
Break("Sup");Break("Sdown");Break("Sleft");Break("Sright");
if(event.key==="ArrowUp") {Sup()}
if(event.key==="ArrowDown") {Sdown()}
if(event.key==="ArrowLeft") {Sleft()}
if(event.key==="ArrowRight") {Sright()}
})
BTW i tested it & it works, i hope that it helps you.
Good luck!
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