I'm trying to make a simple RPG in Dart. I will need to show text on a screen in a div, and I need to make the program wait for user input before displaying the next piece of text.
For example:
void main() {
showText("Hello, Adventurer! Welcome to the land of Dartia! (Press ENTER to continue...)");
print("showText has finished");
}
"showText has finished"
should not display until the text has been displayed and the player presses enter. Here's the (pretty ugly in my opinion) code I have so far:
void showText(String text) {
var textBox = querySelector("#sample_text_id")
..text = "";
var timer;
var out;
out = ([int i = 0]) {
textBox.text += text[i];
if (i < text.length - 1) timer = new Timer(const Duration(milliseconds: 10), () => out(i + 1));
};
out();
}
The Timer runs the out()
function asynchronously, which I don't want it to do. Ideally I would like to write something like this:
void showText(String text) {
var textBox = querySelector("#sample_text_id")
..text = "";
for(int i = 0; i < text.length; i++) {
textBox.text += text[i];
pause(const Duration(milliseconds: 10)); // pause the program for given duration
}
waitFor(KeyEnum.ENTER, KeyStateEnum.DOWN); // pause until key is pressed (pseudo Enum contains char codes)
}
Is this possible?
Here's an example of how to do this using the new async/await feature. Note the async declaration at the start of method bodies, and the await statement before the call to pause() and showText().
Future pause(Duration d) => new Future.delayed(d);
Future waitFor(int c) => document.body.onKeyDown.firstWhere((e) => e.keyCode == c);
Future showText(String text) async {
var textBox = querySelector("#sample_text_id")
..text = "";
for(int i = 0; i < text.length; i++) {
textBox.text += text[i];
await pause(const Duration(milliseconds: 100)); // pause the program for given duration
}
return waitFor(KeyCode.ENTER); // pause until key is pressed
}
main() async {
await showText("Hello, Adventurer! Welcome to the land of Dartia! (Press ENTER to continue...)");
print("showText has finished");
}