How to use the rot-js.VK_NUMPAD1 function in rot-js

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github Larkenx / Rotten-Soup / src / assets / js / game / entities / actors / Player.js View on Github external
handleSpellbookEvent(evt) {
		let { keyCode } = evt
		let shiftPressed = evt.getModifierState('Shift')
		// evt.preventDefault()
		const exit = [ROT.VK_ESCAPE, ROT.VK_Z, ROT.VK_S, ROT.VK_M]
		const confirm = [ROT.VK_RETURN, ROT.VK_E]
		const up = [ROT.VK_UP, ROT.VK_NUMPAD8, ROT.VK_W, ROT.VK_K]
		const down = [ROT.VK_DOWN, ROT.VK_NUMPAD2, ROT.VK_S, ROT.VK_J]
		const left = [ROT.VK_LEFT, ROT.VK_NUMPAD4, ROT.VK_H]
		const right = [ROT.VK_RIGHT, ROT.VK_NUMPAD6, ROT.VK_L]
		const ul = [ROT.VK_NUMPAD7, ROT.VK_Y]
		const lr = [ROT.VK_NUMPAD3, ROT.VK_N]
		const ur = [ROT.VK_NUMPAD9, ROT.VK_U]
		const ll = [ROT.VK_NUMPAD1, ROT.VK_B]
		/* If the key event isn't repeated within the last 160 milliseconds (too soon), then we proceed but we keep track of this
	  key movement time */
		if (evt.type === 'keydown' && up.concat(down).includes(keyCode)) {
			if (this.keyTimer === null) {
				this.keyTimer = new Date()
			} else {
				let start = this.keyTimer.getTime()
				let now = new Date().getTime()
				if (!(now - start >= 100)) {
					return
				} else {
					// we've waited long enough, but add another timer just in case
					this.keyTimer = new Date()
				}
			}
		}
github seiyria / Roguathia / src / js / rogue / init / debug.js View on Github external
document.body.addEventListener('keydown', (e) => {

    const offsets = {
      [ROT.VK_W]: { x: 0, y: -1 },
      [ROT.VK_S]: { x: 0, y: 1 },
      [ROT.VK_A]: { x: -1, y: 0 },
      [ROT.VK_D]: { x: 1, y: 0 },

      [ROT.VK_NUMPAD8]: { x: 0, y: -1 },
      [ROT.VK_NUMPAD2]: { x: 0, y: 1 },
      [ROT.VK_NUMPAD4]: { x: -1, y: 0 },
      [ROT.VK_NUMPAD6]: { x: 1, y: 0 },

      [ROT.VK_NUMPAD7]: { x: -1, y: -1 },
      [ROT.VK_NUMPAD3]: { x: 1, y: 1 },
      [ROT.VK_NUMPAD1]: { x: -1, y: 1 },
      [ROT.VK_NUMPAD9]: { x: 1, y: -1 }
    };

    if(!offsets[e.keyCode] || !GameState.manualMove) return;

    const player = GameState.players[0];
    player.moveTo(player.x+offsets[e.keyCode].x, player.y+offsets[e.keyCode].y);
    GameState.game.engine.unlock();
  });
};