until - remove key press delay in javascript

wait for user to stop typing using javascript (5)

I have the following problem: I'm trying to write a javascript game, and the character is being controlled by the arrow keys.
The problem is, when one keeps the key pressed, there is a short delay between firing the first keypress and the repeated kepress.
Also, when one presses the "right arrow key" and keeps it pressed, and then presses the "up arrow key" the character doesn't move to the top right corner, but stops the moving in the right direction and starts moving up.
This is the code I'm using:

<body onLoad="Load()" onKeyDown="Pressed(event)">
function Pressed(e) { 
        cxc = e.keyCode;
        if(cxc == 37)
        if(cxc == 38)
        if(cxc == 39)
        if(cxc == 40)

does anybody have an idea??


As this event is to move whatever from one position to one position, why don't you use onkeypress event, so in that way if the user key pressed the up key, the whatever will keep moving up, as the Pressed(e) will be called many times until the user releases the key.

<body onLoad="Load()" onkeypress="Pressed(event)">

I'm a total novice at this, but why not combine KeyDown with KeyUp? I am working on a similar project right now and, after checking out quirksmode I am going to set forth at figuring out how to combine the two events such that the whole time between a Down and Up realizes the desired affect.

If you want key repeat in a controllable fashion, you will have to implement it yourself, as keypress events are fired dependent on the OS's idea of how keys should repeat. That means there may be variable initial and following delays, and holding down two keys at once will cause only one of them to repeat.

You will have to keep a record of whether each key is currently pressed, and ignore keydown events when the key is already down. This is because many browsers will fire a keydown as well as a keypress event when an autorepeat occurs, and if you're reproducing key repeat yourself you'll need to suppress that.

For example:

// Keyboard input with customisable repeat (set to 0 for no key repeat)
function KeyboardController(keys, repeat) {
    // Lookup of key codes to timer ID, or null for no repeat
    var timers= {};

    // When key is pressed and we don't already think it's pressed, call the
    // key action callback and set a timer to generate another one after a delay
    document.onkeydown= function(event) {
        var key= (event || window.event).keyCode;
        if (!(key in keys))
            return true;
        if (!(key in timers)) {
            timers[key]= null;
            if (repeat!==0)
                timers[key]= setInterval(keys[key], repeat);
        return false;

    // Cancel timeout and mark key as released on keyup
    document.onkeyup= function(event) {
        var key= (event || window.event).keyCode;
        if (key in timers) {
            if (timers[key]!==null)
            delete timers[key];

    // When window is unfocused we may not get key events. To prevent this
    // causing a key to 'get stuck down', cancel all held keys
    window.onblur= function() {
        for (key in timers)
            if (timers[key]!==null)
        timers= {};


// Arrow key movement. Repeat key five times a second
    37: function() { Move(-1, 0); },
    38: function() { Move(0, -1); },
    39: function() { Move(1, 0); },
    40: function() { Move(0, 1); }
}, 200);

Although, most action-based games have a fixed-time main frame loop, which you can tie the key up/down handling into.

This here is Lucas' solution in a more abstract version:


Seems you can only press 3 keys at a time to my surprise.

You could start the movement onkeydown and only end it onkeyup?