Jump to content

[1.15.2] How to check if a key is double tapped


squidlex

Recommended Posts

I've done similar for dashing side to side. I set up a tick handler where I detect if the player has pressed the movement key once, and if it's pressed again within a certain number of ticks, then execute. Use the input handler event, and send a packet to server to do the logic there.

  • Like 1
Link to comment
Share on other sites

28 minutes ago, Turtledove said:

I've done similar for dashing side to side. I set up a tick handler where I detect if the player has pressed the movement key once, and if it's pressed again within a certain number of ticks, then execute. Use the input handler event, and send a packet to server to do the logic there.

Thanks for the reply!

Link to comment
Share on other sites

Is anyone aware of an alternate method to this? I'd imagine it works but I'm getting some odd behaviour in using both onKeyPressed() and isKeyDown() whilst using a boolean flag to make it only fire once. I've tried this in KeyInputEvent, ClientTickEvent and PlayerTickEvent. The issue is that when I hold down the key it will fire randomly at times and act as a double press.

 

Edit: I tried onKeyPressed() by itself, and seperately tried isKeyDown() whilst using a boolean flag.

Edited by squidlex
Clarification
Link to comment
Share on other sites

On 4/30/2020 at 4:43 PM, Turtledove said:

I've done similar for dashing side to side. I set up a tick handler where I detect if the player has pressed the movement key once, and if it's pressed again within a certain number of ticks, then execute. Use the input handler event, and send a packet to server to do the logic there.

Hi again, sorry to be a pain but do you have any source code I can look at? I'm having some issues with this firing multiple times. No worries if not :)

Link to comment
Share on other sites

2 hours ago, superminerJG said:

The reason this happens is if you hold the key for long enough, it starts to send repeated keydown inputs. So that's why the boolean is necessary.

 

like if i held down k for long it does this:

kkkkkkkkkkkkkkkkkkkkkkkkk

Thanks for the replying, how did you go about implementing your boolean? I tried using one as so

if (Minecraft.getInstance().gameSettings.keyBindLeft.isKeyPressed && notPressed) {
				if (timer > 0) {
					timer = 0;
					// Do something from double tap
				} else {
				timer = 10;			
		}
 			notPressed = false;
	} else if(!Minecraft.getInstance().gameSettings.keyBindLeft.isKeyPressed) {
	notPressed = true; }
				


This however never fired.

Link to comment
Share on other sites

class Ticker extends ITickable{
  static int timer = 0;
  static boolean pressed = false;
  static boolean doublePressed = false;
  static void tick() {
    if (Minecraft.getInstance().gameSettings.keyBindLeft.isKeyDown()) {
      if (!pressed) {
        if (timer < 8) {
          doublePressed = true;
        }
        timer = 10;
        pressed = true;
      }
      if (doublePressed) {
        //do stuff
      }
    }
    else {
      pressed = false;
      if (doublePressed) {
        doublePressed = false;
        timer = 0;
      }
    }
    timer--;
  }
}

I honestly don't know if this will work, but this is how I think it should work. Obviously you can improve on this, but the idea is to make sure that the second press doesn't happen too soon.

  • Like 1
Link to comment
Share on other sites

14 hours ago, superminerJG said:

class Ticker extends ITickable{
  static int timer = 0;
  static boolean pressed = false;
  static boolean doublePressed = false;
  static void tick() {
    if (Minecraft.getInstance().gameSettings.keyBindLeft.isKeyDown()) {
      if (!pressed) {
        if (timer < 8) {
          doublePressed = true;
        }
        timer = 10;
        pressed = true;
      }
      if (doublePressed) {
        //do stuff
      }
    }
    else {
      pressed = false;
      if (doublePressed) {
        doublePressed = false;
        timer = 0;
      }
    }
    timer--;
  }
}

I honestly don't know if this will work, but this is how I think it should work. Obviously you can improve on this, but the idea is to make sure that the second press doesn't happen too soon.

Thanks for the code I really appreciate it! For some reason even with this code, which I agree should definitely work, it constantly outputs that it has been double pressed. Thanks for your help though :)

Link to comment
Share on other sites

  • 7 months later...

I think I figured It Out. (note: in my mod, I added my own methods to detect inputs, so the code may need to be modified)

 

This method only runs the key detection function once, than waits for the key to be released before allowing it to run again. This means it should not return a double press if the user holds the key down. It also will not trigger, if the key is double tapped too slow (so the user pressing the key once, than pressing it again 10 minutes later, will Not trigger a double tap).

 

long startTime = System.currentTimeMillis();
boolean moveKeyPressed = false;
boolean keyEnabled = false;

@SubscribeEvent
public void onMove(InputUpdateEvent event){
  boolean keyPressed = event.getMovementInput().backKeyDown;
  
  if(!keyEnabled){
    if(!moveKeyPressed && keyPressed){
      long now = System.currentTimeMillis();
      
      if(now > startTime + 300){
      	startTime = now;
      }else{
      	keyEnabled = true;
        // do stuff on double tap...
      }
      
      moveKeyPressed = true;
    }else{ // optional
      if(!moveKeyPressed && keyPressed && System.currentTimeMillis() > startTime + 300){
        keyEnabled = false;
        // do stuff to cancel double tap action if key is pressed again...
        // useful if you need to allow the player to override the keypress and cancel the double tap action
      }
    }
    
    // detect key release
    if(!keyPressed){
      moveKeyPressed = false;
    }
  }
}

 

Edited by SwiftNinjaPro
Modified math a bit
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I have a structure, and sometimes several mobs spawn there. This is a boss and must spawn alone. Here is the code for spawning entities in the structure { "type": "minecraft:jigsaw", "start_pool": "egyptcraft:boss_pyramid/start_pool", "size": 5, "max_distance_from_center": 80, "biomes": "#egyptcraft:has_structure/boss_pyramid", "step": "surface_structures", "start_height": { "absolute": 0 }, "project_start_to_heightmap": "WORLD_SURFACE_WG", "use_expansion_hack": false, "spawn_overrides": { "monster": { "bounding_box": "full", "spawns": [ { "type": "egyptcraft:anubis", "maxCount": 1, "minCount": 1, "weight": 100 } ] } } } Maybe it's something else?
    • I have OreGenEvent.GenerateMinable event, I need to get a chance to spawn (generate) every ore that is processed in this event. Also e.getType().name().toString() is name this is the same block name by which it can be entered in the Block.getByID?  forge 1.12.2 59(recommended)
    • Hello everybody! Out of nowhere my minecraft doesn't allow me to play on forge 1.19.2 I tried to reinstall minecraft, doesn't have any mod right now on the forge version. Tried the newest version of forge, tried recommended version as well. I have the newest version of Java as well...   I dont know why it stopped working but it just stopped completly out of nowhere...   Thank you so much for your help guys ❤️
    • Hello, my world is crashing at 0% loaded and I don't know why. (Forge 43.2.14, 1.19.2) I have two worlds that I play on, and one works and the other doesn't, even with the same mod list. Here's the crash report: https://pastebin.com/AUbRwkGj
    • Minecraft 1.12.2 Very frustrating error. only ever occurs on one device. Started yesterday without prompting (maybe java updated or something?) Says things that have been imported actually arent when running client Reinstalled Intellij, cleared cache, cleaned and rebuilt gradle, redownloaded the entire file from git. Nothing works. (I believe I have the right plugins installed, dependencies OK, and am using corretto 1.8).   One thing I did for more of the below errors was just to explicitly import them, which was working up until this little guy who literally does not exist in forge to import. the class inhereting something inhereting it refers to import net.minecraftforge.registries.IForgeRegistryEntry.Impl, not net.minecraftforge.registries.IForgeRegistryEntry$Impl as the output implies. also I didn't even have to manually import these things for it to work on my other device. (which is just importing the minecraft package that contains them), but here I did have to just to get rid of a few errors--not even make anything work?? I dont know. (edited) here's the aforementioned "below error" (one of many like it): error: cannot access net.minecraftforge.registries.IForgeRegistryEntry.Impl public class BlockBase extends Block {        ^   class file for net.minecraftforge.registries.IForgeRegistryEntry$Impl not found Here's the class BlockBase:   package com.quantum.exodus.common.blocks; import com.quantum.exodus.ExodusMod; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraftforge.registries.IForgeRegistryEntry.Impl; public class BlockBase extends Block { protected String name; public BlockBase(Material material, String name) { super(material); this.name = name; setTranslationKey(name); setRegistryName(name); } public void registerItemModel(Item itemBlock) { ExodusMod.proxy.registerItemRenderer(itemBlock, 0, name); } public Item createItemBlock() { return new ItemBlock(this).setRegistryName(getRegistryName()); } @Override public BlockBase setCreativeTab(CreativeTabs tab) { super.setCreativeTab(tab); return this; } }
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.