How to use _typeText method in root

Best JavaScript code snippet using root

NE_KeyboardWindow.js

Source:NE_KeyboardWindow.js Github

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1//=============================================================================2// Nebula Team Plugins - Keyboard Comaptible Window for Rpg Maker MV and MZ; 3// NE_KeyboardWindow.js VERSION 1.0.04//=============================================================================5var Imported = Imported || {};6Imported.NE_KeyboardWindow = true;7var Nebula = Nebula || {};8Nebula.KeyboardWindow = Nebula.KeyboardWindow || {};9//=============================================================================10 /*:11 * @target MZ12 * @plugindesc v1.1.0 This allows to create a keyboard compatible window; 13 * @author Nebula Games || Bluemoon14 * @help15 * CHANGELOG:16 * VERSION 1.0.0: Plugin Released!17 * VERSION 1.1.0: Code update and Rpg Maker MZ support!18 *19 * GENERAL20 * Keyboard Input Window is a plugin that creates a window that allows keyboard typing and 21 * store the result inside an in-game variable.22 * 23 * This plugin can be used for different tasks and, if you have a little script knowledge, 24 * you have a ton of chances!25 * 26 * Main Features:27 * • Fast response to keyboard typing; 28 * • You can call it using a script call; 29 * • You can set the position of the window; 30 * • You can set a placeholder text; 31 * • The width of the window is automatically calculated in relation to the max characters of the string; 32 * • You can set the max characters for the text to be typed; 33 * • The opacity of the window can be set, too. 34 * • It's possible to transform the result string all to lower case; 35 *36 * PLUGIN PARAMETER: 37 * This plugin is provided by a single plugin parameter called ​Allowed Charset. ​Inside this parameter you can set which letters, 38 * symbols and such can be typed in the window. The ones that are not inserted in the parameter string will not be typed.39 * 40 * HOW TO USE:41 * This plugin is really simple to use. You have only to type in a script box of an event this script call: 42 * 43​ * this.create_key_window(); 44 * 45​ * Using the script call this way, the default configuration will be used.46 *47 * However, It's possible to use different options:48 *49 * var options = {50 * // LETTER SOUND: The cursor sound will be played 51 * // when a key is pressed. -- DEFAULT: true; 52 * 53 * letter_sound: false, 54 * 55 * // VARIABLE: The variable that will store the string typed 56 * // inside the window. -- DEFAULT: 1; 57 * 58 * variable: 10,59 * 60 * // LOWER CASE RESULT: You can choose to lower case the whole61 * // typed string. -- DEFAULT: false; 62 * 63 * lower_case_result: true,64 * 65 * // PLACEHOLDER: The string that is shown inside the window66 * // when nothing is till typed -- DEFAULT: ''; 67 * 68 * placeholder: 'A placeholder string...',69 * 70 * // MAX CHARACTERS: The max number of characters that can71 * // be typed -- DEFAULT: 24; 72 * 73 * max_characters: 32,74 * 75 * // POSITION: You can set the [x, y] position manually;76 * // DEFAULT: centered; 77 * 78 * position: [520, 154],79 * 80 * // OPACITY: You can set the opacity of the window81 * // from 0 to 255 -- DEFAULT: 255; 82 * 83 * opacity: 255,84 * 85 * }86 * 87 * this.create_key_window(options); 88 * WARNING! All the properties are CASE SENSITIVE, meaning that they needs to be correctly written.89 * 90 * PLUGIN COMPATIBILITY:91 * This plugin should not affect directly any plugin. However, I'm not responsible for plugin errors that are 92 * not directly related from my plugin itself.93 * 94 * RPG MAKER VERSION:95 * The plugin is developed on Rpg Maker MV - Version 1.6.1 and with the related PIXI.js Version 4.5.4. 96 * It should be compatible with older version of Rpg Maker MV.97 * 98 * TERMS OF USE:99 * Credits are not necessary. but highly appreciated. Credits to Nebula Games.100 * Avoid to change plugin information, filename and parameters name for the sake of integrity of the code.101 * Edits to the code are allowed.102 * The plugin can be used for both commercial and non-commercial projects.103 * You can't redistribute this plugin as it is or incorporating portion of the code inside another plugin; 104 * Thank you very much for the support!105 *106 * @param Allowed charset107 * @desc Allowed charaset for the window;108 * @type text 109 * @default abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ?=()/&%$"!^<>-.,;0123456789+-/*\110 *111 */112 //=============================================================================113 function Window_NEKeyboard() {114 this.initialize.apply(this, arguments);115 };116(function($) {117 let Parameters = PluginManager.parameters('NE_KeyboardWindow');118 const _allowed_charset = String(Parameters['Allowed charset']).trim() + ' ';119 //###############################################################################120 //121 // GAME INTERPRETER122 //123 //###############################################################################124 Game_Interpreter = class extends Game_Interpreter {125 create_key_window(options = {}) {126 let key_window = new Window_NEKeyboard(options); 127 SceneManager._scene.addChild(key_window); 128 key_window.open(); 129 let letter_sound = options.letter_sound || true;130 let container_variable = options.variable || 1; 131 let lower_case_result = options.lower_case_result || false; 132 var self = this;133 let keyEvent = (e) => {134 var kk = e.key 135 if([37,38,39,40].contains(e.which)) {return;}136 if([8, 46].contains(e.which)) {137 SoundManager.playCancel();138 key_window._typeText = key_window._typeText.slice(0,-1);139 return key_window.refresh(); 140 }141 if(e.which === 13) {142 SoundManager.playOk(); 143 key_window.close(); 144 let result = lower_case_result ? key_window._typeText.toLowerCase() : key_window._typeText;145 $gameVariables.setValue(container_variable, result);146 let wait_close = requestAnimationFrame(function exec() {147 if(key_window.openness > 0) {return requestAnimationFrame(exec);}148 key_window.parent.removeChild(key_window); 149 return cancelAnimationFrame(wait_close); 150 })151 this._isKeyboardOpen = false;152 document.body.removeEventListener('keydown', keyEvent);153 return;154 }155 if(!_allowed_charset.contains(kk)) {return;}156 if(key_window._typeText.length >= key_window._maxChar) {return;}157 if(letter_sound) {SoundManager.playCursor();};158 key_window._typeText += kk;159 return key_window.refresh();160 }161 document.body.addEventListener('keydown', keyEvent);162 this._isKeyboardOpen = true; 163 return this.setWaitMode('keyboard_window');164 }165 updateWaitMode() {166 let waiting = null;167 if(this._waitMode === 'keyboard_window') {waiting = this._isKeyboardOpen;}168 if(waiting) {return true;} 169 else if(waiting === false) {170 this._waitMode = '';171 return false;172 }173 return super.updateWaitMode()174 }175 }176 //###############################################################################177 //178 // WINDOW NEBULA KEYBOARD179 //180 //###############################################################################181 Window_NEKeyboard = class extends Window_Base {182 initialize(options) {183 this._typeText = ''; 184 this._placeholder = options.placeholder || ''; 185 this._maxChar = options.max_characters || 24; 186 let x = null; 187 let y = null;188 if(options.position) {189 x = options.position[0] || null; 190 y = options.position[1] || null; 191 }192 if(Utils.RPGMAKER_NAME === "MZ") {193 super.initialize(new Rectangle(0,0,1,1))194 }195 else {196 super.initialize(0, 0, 1, 1); 197 }198 this.openness = 0; 199 var dummy_string = ''; 200 this.opacity = options.opacity && !isNaN(options.opacity) ? options.opacity : 255; 201 for(var i = 0; i < this._maxChar; i++) {dummy_string += 'a';}202 this.width = this.textWidth(dummy_string); 203 this.height = this.fittingHeight(1); 204 this.createContents();205 this.x = !!x ? x : Graphics.boxWidth / 2 - this.width / 2; 206 this.y = !!y ? y : Graphics.boxHeight / 2 - this.height / 2; 207 this.refresh();208 }209 refresh() {210 this.contents.clear(); 211 if(this._typeText !== '') {212 this.drawText(this._typeText, 0,0,this.contents.width, 'left'); 213 return; 214 }215 if(this._placeholder === '') {return;}216 this.contents.paintOpacity = 192; 217 this.drawText(this._placeholder, 0,0,this.contents.width, 'left'); 218 this.contents.paintOpacity = 255; 219 }220 }...

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repair_man.ts

Source:repair_man.ts Github

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1import { skillType, workTime } from '../../assets/data/game_data';2import Room from './room';3export default class RepairMan extends Phaser.GameObjects.Image {4 public skill: string;5 public time: number;6 private image: any;7 public type: string;8 private _totalTime: number;9 private _timeRemaining: number;10 public working: boolean = false;11 private _homePosition: {12 x: number, y: number13 }14 private _timerText: Phaser.GameObjects.Text;15 // private _typeText: Phaser.GameObjects.Text;16 // private _typeIcon : Phaser.GameObjects.Image;17 public onRoom: boolean = false;18 private _room: Room = null;19 private _pointerUpCallback: Function;20 private _getTap: Function;21 public getMoney: Function;22 private _container: Phaser.GameObjects.Container;23 constructor(scene: Phaser.Scene, x: number, y: number, key: string, type: string) {24 super(scene, x, y, key);25 this.texture.getSourceImage();26 this.setOrigin(0.5, 0.5);27 this.type = type;28 this._totalTime = workTime[type];29 this._homePosition = {30 x: x, y: y31 };32 this._timerText = this.scene.add.text(this.x, this.y + 200, "", { fontSize: 50, fontFamily: "sans", color: "#00ff00" });33 this._timerText.setOrigin(0.5, 0.5);34 // this._typeText = this.scene.add.text(this.x + 100, this.y + 100, type, { fontSize: 30, fontFamily: "sans" });35 // this._typeText.setOrigin(0.5, 0.5);36 // this._typeIcon = this.scene.add.image(this.x -(this.width * 0.5) , this.y - (this.height * 0.5),"icon_"+key);37 // this._typeIcon.setOrigin(0.5,0.5);38 // this._typeIcon.setScale(0.75, 0.75);39 this._initPhysics();40 this._addInputEvents();41 42 }43 44 private _addInputEvents() {45 this.setInteractive();46 this.scene.input.setDraggable(this);47 this.addListener("pointerup", this._onPointerUp.bind(this));48 this.addListener("pointerdown", this._onPointerDown.bind(this));49 }50 51 private _onPointerDown(pointer, currentlyOver) {52 this.scene.tweens.add({53 targets: [this],54 scaleX: 1.5,55 scaleY: 1.5,56 ease: 'Linear',57 duration: 100,58 yoyo: false,59 repeat: 0,60 callbackScope: this61 });62 }63 64 private _onPointerUp(pointer, currentlyOver) {65 // this.onRoom will be set in the callback if there is a collision66 this._pointerUpCallback(this);67 if (!this.onRoom) {68 this._packUp();69 }70 }71 private _droppedOnRoom(self, room) {72 this.onRoom = true;73 }74 update(time, dt) {75 if (this.working) {76 this._timeRemaining -= (dt * 0.001);77 this._timerText.setText(Math.floor((this._totalTime - this._timeRemaining)) + "");78 if (this._timeRemaining <= 0) {79 this._timerText.setText("");80 this._packUp();81 }82 }83 this._timerText.setPosition(this.x + 100, this.y);84 // this._typeText.setPosition(this.x, this.y - (this.height * 0.7));85 // this._typeIcon.setPosition(this.x -(this.width * 0.7) , this.y - (this.height * 0.5) );86 }87 private _initPhysics(): void {88 this.scene.physics.world.enable(this);89 }90 private _packUp() {91 if(this._room) {92 // this._room.activeDamage = null;93 this._room.fixComplete();94 this._room._container.remove(this);95 // this._room._container.remove(this._typeText);96 this._room._container.remove(this._timerText);97 // this._room._container.remove(this._typeIcon);98 this._container.add(this);99 // this._container.add(this._typeText);100 this._container.add(this._timerText);101 // this._container.add(this._typeIcon);102 }103 this._room = null;104 this.working = false;105 this.onRoom = false;106 this.scene.tweens.add({107 targets: [this],108 scaleX: 1,109 scaleY: 1,110 ease: 'Linear',111 duration: 100,112 yoyo: false,113 repeat: 0,114 callbackScope: this115 });116 this.scene.tweens.add({117 targets: [this],118 x: this._homePosition.x,119 y: this._homePosition.y,120 ease: 'Linear',121 duration: 350,122 yoyo: false,123 repeat: 0,124 callbackScope: this125 });126 // this.setPosition(this._homePosition.x, this._homePosition.y);127 }128 public repair(room) {129 if (!this.working) {130 let roomOpen = room.fix(this);131 if (roomOpen) {132 this._container.remove(this);133 // this._container.remove(this._typeText);134 this._container.remove(this._timerText);135 // this._container.remove(this._typeIcon);136 room._container.add(this);137 // room._container.add(this._typeText);138 room._container.add(this._timerText);139 // room._container.add(this._typeIcon);140 this.setPosition(room.x, room.y);141 this.working = true;142 this._timeRemaining = this._totalTime;143 this._room = room;144 }145 else {146 this._packUp();147 }148 }149 }150 public setProperties(container, callback, getTap, getMoney) {151 this._container = container;152 this._container.add(this);153 // this._container.add(this._typeText);154 this._container.add(this._timerText);155 // this._container.add(this._typeIcon);156 this._pointerUpCallback = callback;157 this._getTap = getTap;158 this.getMoney = getMoney;159 }160 public tap() {161 if(this._room) {162 let tap = this._getTap(this.type);163 if(tap) {164 this._timeRemaining -= tap;165 }166 }167 }...

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Type.js

Source:Type.js Github

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1/*2 * (c) Copyright 2019 Micro Focus company, L.P.3 * Licensed under the Apache License, Version 2.0 (the "License");4 * you may not use this file except in compliance with the License.5 * You may obtain a copy of the License at6 *7 * http://www.apache.org/licenses/LICENSE-2.08 *9 * Unless required by applicable law or agreed to in writing, software10 * distributed under the License is distributed on an "AS IS" BASIS,11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.12 * See the License for the specific language governing permissions and13 * limitations under the License.14 */15 16sap.ui.define([17 'sap/ui/core/Control',18 "sap/m/Image",19 "sap/m/Text"20 ],21 function(Control, Image, Text) { 22 "use strict";23 return Control.extend("srf.control.Type", {24 metadata : {25 properties : {26 type : {type : "string"}27 },28 aggregations : {29 _typeText : {type : "sap.m.Text", multiple : false, visibility : "hidden"},30 _typeIcon : {type : "sap.m.Image", multiple : false, visibility : "hidden"}31 }32 },33 init : function() {34// var oResourceBundle = this.getModel("i18n").getResourceBundle();35 var sModulePath = jQuery.sap.getModulePath("srf/img/");36 37 this._sModulePath = sModulePath;38 this._selected = true;39 40 this.setAggregation("_typeText", new Text({41 text : this.getType()42 }));43 this.setAggregation("_typeIcon", new Image({44 src : "",45 tooltip: "type"//oResourceBundle.getText("typeIconTooltip")46 }));47 48 this.onclick = function() {49 this._selected = !this._selected; 50 };51 },52 setType: function (iValue) {53 this.setProperty("type", iValue, true);54 // this.setTextData("_typeText", iValue);55 this.setImageData("_typeIcon", "/srftesttype/hpe-", iValue);56 },57 58 setTextData: function(sControlName, iValue) {59 this.getAggregation(sControlName).setText(iValue);60 this.getAggregation(sControlName).setTooltip(iValue);61 },62 63 setImageData: function(sControlName, type, iValue) {64 var sImagePath = this._sModulePath + type + iValue + ".svg";65 this.getAggregation(sControlName).setSrc(sImagePath);//"sap-icon://world");66 this.getAggregation(sControlName).setWidth("1rem");67 this.getAggregation(sControlName).setTooltip(iValue);68 },69 renderer : function(oRm, oControl) {70 oRm.write("<div");71 oRm.writeControlData(oControl);72 oRm.addClass("sapUiSmallMarginBeginEnd");73 oRm.writeClasses();74 oRm.write(">");75 oRm.renderControl(oControl.getAggregation("_typeIcon"));76 // oRm.renderControl(oControl.getAggregation("_typeText")); 77 oRm.write("</div>");78 }79 });...

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Using AI Code Generation

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1var rootview = app.rootview();2rootview._typeText("test");3var view = app.view("View");4view._typeText("test");5var viewgroup = app.viewgroup("ViewGroup");6viewgroup._typeText("test");7var viewcollection = app.viewcollection("ViewCollection");8viewcollection._typeText("test");9var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");10viewcollectionchild._typeText("test");11var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");12viewcollectionchild._typeText("test");13var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");14viewcollectionchild._typeText("test");15var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");16viewcollectionchild._typeText("test");17var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");18viewcollectionchild._typeText("test");19var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");20viewcollectionchild._typeText("test");21var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");22viewcollectionchild._typeText("test");23var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");24viewcollectionchild._typeText("test");25var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");26viewcollectionchild._typeText("test");27var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");28viewcollectionchild._typeText("test");29var viewcollectionchild = app.viewcollectionchild("ViewCollectionChild");

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Using AI Code Generation

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1var rootview = application.getRootView();2rootview._typeText("Hello World");3var page = require("ui/page").Page;4var page = new page();5page._typeText("Hello World");6var label = require("ui/label").Label;7var label = new label();8label._typeText("Hello World");9var viewCommon = require("ui/core/view-common");10viewCommon.View.prototype._typeText = function (text) {11 console.log("Text typed: " + text);12};

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Using AI Code Generation

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1var rootView = require("ui/core/view");2var textField = rootView.getViewById(page, "myTextField");3textField._typeText("Hello, World!");4function pageLoaded(args) {5 var page = args.object;6 var rootView = require("ui/core/view");7 var textField = rootView.getViewById(page, "myTextField");8 textField._typeText("Hello, World!");9}10exports.pageLoaded = pageLoaded;

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Using AI Code Generation

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1var win = Ti.UI.createWindow();2var txtField = Ti.UI.createTextField();3win.add(txtField);4win.open();5win._typeText("Hello");6var win = Ti.UI.createWindow();7var txtField = Ti.UI.createTextField();8win.add(txtField);9win.open();10win._typeText("Hello");11var win = Ti.UI.createWindow();12var txtField = Ti.UI.createTextField();13win.add(txtField);14win.open();15win._typeText("Hello");16var win = Ti.UI.createWindow();17var txtField = Ti.UI.createTextField();18win.add(txtField);19win.open();20win._typeText("Hello");

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Using AI Code Generation

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1var text = "Hello World";2var element = rootElement.childElements()[0];3element._typeText(text);4var text = "Hello World";5var element = rootElement.childElements()[0];6element._typeText(text);7var text = "Hello World";8var element = rootElement.childElements()[0];9element._typeText(text);10var text = "Hello World";11var element = rootElement.childElements()[0];12element._typeText(text);13var text = "Hello World";14var element = rootElement.childElements()[0];15element._typeText(text);16var text = "Hello World";17var element = rootElement.childElements()[0];18element._typeText(text);

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