timmyelliot Posted April 12, 2015 Share Posted April 12, 2015 Hi, I was trying to move a sprite using keyboard 'a' and 'd,' using the sprite sample from the playgroud saved here: http://www.babylonjs-playground.com/#14OAYQ#12(lines 37 - 46, also listed below) The movement looks very choppy and flickers, is there a better way of doing this so that the sprite appears to move more smoothly? scene.actionManager = new BABYLON.ActionManager(scene); scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyDownTrigger, function (evt) { if (evt.sourceEvent.keyCode == 65) { player.position.x = player.position.x + .05; player.invertU = false; } if(evt.sourceEvent.keyCode == 68){ player.position.x = player.position.x + -.05; player.invertU = true; }})); Quote Link to comment Share on other sites More sharing options...
Temechon Posted April 13, 2015 Share Posted April 13, 2015 Hello, You can use registerBeforeRender (that will be called 60 times per seconds). I used window events keydown and keyup to trigger the movement (cause it's a copy paste from a project of mine), but it should work too with ActionManager and OnKeyDownTrigger. http://www.babylonjs-playground.com/#14OAYQ#13 Good luck Quote Link to comment Share on other sites More sharing options...
fenomas Posted April 13, 2015 Share Posted April 13, 2015 It's choppy because it's running off the browser's keyDown events. When you hold down a key, the OS normally fires one key event, then pauses, then fires more at regular intervals, depending on OS settings. It works exactly the same as when you're typing in a text field. To get regular movement you need to use both keyDown and keyUp listeners to track whether keys are down (there is no "isKeyPressed" in JS). Quote Link to comment Share on other sites More sharing options...
fenomas Posted April 13, 2015 Share Posted April 13, 2015 Incidentally, a while back I wrote a library to manage things like this.https://github.com/andyhall/game-inputs With that, you'd do something like:var inputs = require('game-inputs')()inputs.bind( 'moveLeft', 'A', '<left>' )inputs.bind( 'moveRight', 'D', '<right>' )scene.registerBeforeRender(function() { if (inputs.state.moveLeft) { /* ... */ } if (inputs.state.moveRight) { /* ... */ }}) Wingnut and Dad72 2 Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted April 13, 2015 Share Posted April 13, 2015 Nice lib fenomas! Quote Link to comment Share on other sites More sharing options...
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