Changing my HTML5 game controls to mouse/touch - javascript

So I have my controls set up as space bar to jump but I want my HTML5 game to work everywhere so I need to change it to mouse/touch. Mouse/touch doesnt have a keycode so whats the most optimal way to do it for this code? Do I need to do mouse and touch separately?
if (KEY_STATUS.space && player.dy === 0 && !player.isJumping) {
player.isJumping = true;
player.dy = player.jumpDy;
jumpCounter = 12;
assetLoader.sounds.jump.play();
}
// jump higher if the space bar is continually pressed
if (KEY_STATUS.space && jumpCounter) {
player.dy = player.jumpDy;
}

You are talking about touch events in JavaScript. You will have to add an event listener and catch if the user touches screen. Here you can find a well documented tutorial in how to use it on both touchscreen and mouse.
Check out the first answer, you will have to do it like that. You will have to add an event listener on the canvas itself, like the guy did it on myDiv.
Here is an example I wrote (don't mind me being weird, please):
<div id="fakeCanvas">
Click or touch me!
</div>
<script type="text/javascript">
var fakeCanvas = document.getElementById('fakeCanvas');
function methodToInvokeForClick() {
alert('I have been clicked!');
}
function methodToInvokeForTouch() {
alert('I have been touched!');
}
fakeCanvas.addEventListener("click", methodToInvokeForClick, false);
fakeCanvas.addEventListener("touchstart", methodToInvokeForTouch, false);
</script>
I think you can take it over from now. What I did to the fakeCanvas div, you will have to do the same to your canvas by giving it an id etc. Good luck!

Related

Detect single click events distinguished from click-and-drag or double-click-and-drag

Is there any way to distinguish a click event that keeps it distinct from when the user actually ends up dragging the mouse? I have some text that is filled with links, and want it to be easy for the user to click and drag over the text to select some of the text, but the links make this difficult, as the browser interprets it as them trying to drag the link, rather than select some text. So my solution to this problem was to use an <a onClick=...> rather than <a href>, as the browser lets me drag the mouse over that just like normal text.
However, this only seems to work if I single click and drag the mouse over two separate <a> tags: if the selection is entirely internal to an <a> tag the event still fires, and if I try to double-click-drag over text it also fires.
So I'm wondering if there's a way to do this other than using onMouseDown and onMouseUp and manually keeping track of the delays to determine what the user is doing.
I'm aware that some browsers offer the option to drag through links by holding a modifier key, but I'm curious if there's a simpler way to do this that wouldn't require users to be aware of that functionality.
Opinion piece
Whilst this might be doable, consider accessibility and how it'll fit into your projects needs. Navigation using onclick doesn't provide the same accessibility benefits, plus it requires a lot of reinventing things the browser can do for free.
I know that mobile devices typically allow a long press to access a text-select/context menu combo; on desktop, it'll vary per device/browser.
Actual answer
The only "detect click only" implementation I can think of would be using three handlers with mousedown, mouseup and mousemove. Untested code ahead!
let clicked = false;
document.addEventListener('mousedown', e => { clicked = true; });
document.addEventListener('mousemove', e => { clicked = false; });
document.addEventListener('mouseup', e => {
if(clicked) {
// The mouse was clicked without moving it around!
// Do your "only clicked" logic in here.
}
// Reset this back to false for next time
clicked = false;
});
Thanks to #Connor Deckers for idea and for this site
let clicked = false;
let dbclicked = false;
let move = false;
document.addEventListener('mousedown', e => { clicked = true; });
document.addEventListener('mousemove', e => { move = true; });
document.addEventListener('dblclick', e => { dbclicked = true; });
document.addEventListener('mouseup', e => {
if(clicked && !move && !dbclicked) {
// The mouse was clicked without moving it around!
// Do your "only clicked" logic in here.
console.log("clicked without drag and not a double click ");
}
if(dbclicked) {
// The mouse was double clicked
// Do your "double clicked" logic in here.
//console.log("dbclicked");
}
// Reset this back to false for next time
clicked = false;
move = false;
dbclicked = false;
});

How do I prevent users to multi-tap (tap the screen with more than one finger at the same time) in a web page?

I created a JavaScript page to collect user's click/tap data. However, I don't want user to use more than one finger to tap on the screen. Currently, I have no way to filter out those multi clicks. I would like to totally dismiss the taps by more than one finger. What can I do? It's a web-page and I need things to be done by JavaScript.
Thanks,
You could check the touches field in the event listener to see if more than one touch point was part of the touch event.
document.addEventListener('touchstart', (ev) => {
if (ev.touches.length > 1) {
ev.preventDefault();
ev.stopPropagation();
document.body.style.background = 'red';
return false;
}
document.body.style.background = 'green';
return true;
});

How to detect if a device has mouse support?

I currently use the following test (taken out of Modernizr) to detect touch support:
function is_touch_device() {
var bool;
if(('ontouchstart' in window) || window.DocumentTouch && document instanceof DocumentTouch) {
bool = true;
} else {
injectElementWithStyles(['#media (',prefixes.join('touch-enabled),('),mod,')','{#modernizr{top:9px;position:absolute}}'].join(''), function(node) {
bool = node.offsetTop === 9;
});
}
return bool;
}
But some devices are both touch and mouse driven, so I want a seperate function to detect if a device has mouse support. What's a good way to do this check?
Ultimately my intention is to be able to do these:
if(is_touch_device())
if(has_mouse_support())
if(is_touch_device() && has_mouse_support())
There's a CSS media just for that!
You can check whether some device has a mouse by getting the value of the pointer CSS media feature:
if (matchMedia('(pointer:fine)').matches) {
// Device has a mouse
}
Because it's CSS you don't even need to use JavaScript:
#media (pointer: fine) {
/* Rules for devices with mouse here */
}
I am currently using the following (jQuery) and I haven't found any flaws yet on specific devices
$(window).bind('mousemove.hasMouse',function(){
$(window).unbind('.hasMouse');
agent.hasMouse=true;
}).bind('touchstart.hasMouse',function(){
$(window).unbind('.hasMouse');
agent.hasMouse=false;
});
Explanation: Mouse devices (also touch screen laptops) first fire mousemove before they can fire touchstart and hasMouse is set to TRUE. Touch devices (also for instance iOS which fires mousemove) FIRST fire touchstart upon click, and then mousemove. Then is why hasMouse will be set to FALSE.
The only catch is that this depends on user interaction, the value will only be correct after mouse move or touchstart so cannot be trusted to use on page load.
As mentioned in the question comments, specifically on https://github.com/Modernizr/Modernizr/issues/869, there is no good answer yet.
Answer by #josemmo is not working for me: on android phone with mouse attached matchMedia('(pointer:fine)').matches does not match.
Fortunately, I've succeeded with another media query: hover.
if (matchMedia('(hover:hover)').matches) {
// Device has a mouse
}
var clickHandler = (isMouseEventSupported('click') ? 'click' : 'touchstart');
function isMouseEventSupported(eventName) {
var element = document.createElement('div');
eventName = 'on' + eventName;
var isSupported = (eventName in element);
if (!isSupported) {
element.setAttribute(eventName, 'return;');
isSupported = typeof element[eventName] == 'function';
}
element = null;
return isSupported;
}
This is code from a friend/coworker of mine and he based it off of: http://perfectionkills.com/detecting-event-support-without-browser-sniffing/
There is no immediate way of knowing, you'll have to wait for a touch event or a mouse event.
Presuming you want to detect either mouse or touch you can do the following: listen for touchstart and mousemove (the latter can fire on touch devices without an actual mouse). Whichever one fires first is 99% bound to be what you're looking for.
This does not take in account devices that actually have both.
document.addEventListener('mousemove', onMouseMove, true)
document.addEventListener('touchstart', onTouchStart, true)
function onTouchStart(){
removeListeners()
// touch detected: do stuff
}
function onMouseMove(){
removeListeners()
// mouse detected: do stuff
}
function removeListeners(){
document.removeEventListener('mousemove', onMouseMove, true)
document.removeEventListener('touchstart', onTouchStart, true)
}
As of 2021 pointerevents is implemented in all major browsers.
It gives you the posibility to dynamically detect pointerdevices mouse, touch and pen.
var is_touch_device=(('ontouchstart' in window)||
(navigator.maxTouchPoints > 0)||
(navigator.msMaxTouchPoints > 0));
var has_mouse_support=false;
document.addEventListener("pointermove", function(evt) {
var pointerType=evt.pointerType;
/*** Safari quirk ***/
if(pointerType==="touch"&&evt.height===117.97119140625
&&evt.height===evt.width)pointerType="mouse";
/*** Safari quirk ***/
has_mouse_support=(pointerType==="mouse");
}
It is of course dependent on the user moving the mousepointer.
Even safari on ipadOS 14.4.2 detects it, if AssistiveTouch is activated! But there seems to be some quirks in pointerType detection there. It detects pointerType as mouse first time the mouse is used and no touch has been performed. But if you later use touch, it will not detect and change to pointerType of mouse, if mouse is used after touch! No surprise!
Edit: After some messing around with ipadOS safari i have discovered that, when mouse is used after touch, the pointerevent width and height are the exact same, which in ipadOS 14.4.2 is 117.97119140625 every time mouse is used. This can be used as a not to reliable workaround. Who knows when they will change the width/height? Another peculiarity with pointermove detection in ipadOS, is that mouse move is only detected on buttom press on mouse.
It is not tested with pen on ipad/iphone. Who knows which quirks this will show?

how to reverse e.preventDefault() from the body?

I have this:
function dontMove(event) {
// Prevent page from elastic scrolling
event.preventDefault();
}
&
<body ontouchmove="dontMove(event);">
This, on the ipad, stops it from being draggable and does not allow that grey background the ipad has when you drag a whole page around to show up.
I have seen on another website that its possible to reverse that in another div, so that div is completely draggable again.
Does anyone know how to reverse it?
I have also tried using this to prevent it (in the document.ready):
document.ontouchmove = function(e){
e.preventDefault();
}
& this to enable it:
function doTouchMove(state) {
document.ontouchmove = function(e){
return state;
}
}
Then I put this to activate it.
<img ontouchmove="doTouchMove(state);" src="../jpeg/pages/01.jpg" class="touch"/>
This didn't seem to work
Is there anything wrong with this?
Or any other way that might work?
This is exactly why bubbles is slightly better(at least in my opinion).
bubbles is cross browser, so you should be able to replace.
e.preventDefault()
with
e.bubbles = false;
and then latter in your code, you could potentially reset bubbles to true.
If the above isn't an option then just ignore. :D
An alternative(if you are just working with an iPad) is to just reverse how the DOM works.
document.addEventListener('click', function(){}, true );
This will force the event to work in the other direction.
Document click execute
|
|
v
Element click execute
try this post, HTML with event.preventDefault and erase ontouchmove from body tag.
Mine looks like this
<script>
// Get touch move enevt from IOS
document.ontouchmove = function (event) {
if (!event.elementIsEnabled)
event.preventDefault();
};
// Get touch move enevt from IOS
function enableOnTouchMove(event) {
event.elementIsEnabled = true;
};
</script>
then enable ontouchmove on every tag you want. ie:
<div ontouchmove="enableOnTouchMove(event)" id="listing">
I managed to solve it with
$('#form1').unbind('submit').submit();
You can solve it by preventing the event only if it comes from the body:
document.ontouchmove = function(event){
if(event.target.tagName == "BODY"){
event.preventDefault();
}
}

JS: How to prevent the default action on images in browsers?

In IE, for example, when you press the left button on an image and keeping it pressed try to move the mouse, the drag n' drop action is taking place; how could I prevent this default action so that doing that way nothing will happen. I am building an image cropper, so you should understand why I need that. I am not much interested in knowing how to do so with help of jQuery or the like. As I study JavaScript, I prefer coding in plain-vanilla JS. It is important for me to learn how to make it cross-browser if there are any differences for such a thing.
Just like August's, but plain JS:
var imgs = document.getElementById("my_container")
.getElementsByTagName("img");
for (var i = 0; i < imgs.length; i++) {
imgs[i].onmousedown = function () {
return false;
};
}
If you want to do it 'new-style', google for 'addEventListener()' (all browsers but...) and 'attachEvent()' (...IE) methods.
Here's one in jQuery:
$("#my_container img").mousedown(function () {
return false;
});
http://www.google.com/search?q=cross+browser+event+hooking will probably teach you everything you need to know about cross browser event hooking. I don't know how to hook events without a framework, because that's an edge case IMHO. In The Real World (tm), you'll always use a framework.
The core here is that you have to stop the mousedown event from running. This will make drag and drop impossible, if you hook the event on text you won't be able to select that text, and so on.
If you're building an image cropper, you're going to put some kind of overlay on the image, probably a relatively or absolutely positioned div, inside of which you will "draw" a rectangle when the user clicks, holds and drags. This will make it impossible for the user to drag the image itself, so no fix for that is needed.
Even if you do not use an overlay, you are still going to hook the mousedown event - there is no other way to implement a JS cropper as far as I know. Hooking that event will by itself be enough to prevent the browser from initiating a drag and drop action.
I'm using code similar to the following to prevent dragging, which has the advantage of targetting actual drag-related events rather than the generic mousedown (which could conceivably have side-effects). Works in all the mainstream browsers except Opera.
function cancellingEventHandler(evt) {
evt = evt || window.event;
if (evt.preventDefault) {
evt.preventDefault();
} else if (typeof evt.returnValue !== "undefined") {
evt.returnValue = false;
}
return false;
}
function disableDragging(node) {
node.ondragstart = cancellingEventHandler;
node.ondraggesture = cancellingEventHandler;
}
disableDragging( document.getElementById("anImage") );

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