how to add double tap in jjs
To add double tap in JJS, the usual approach is to detect two taps within a short time window and then trigger a separate action for the second tap. Public examples for double-tap handling use a dedicated double-tap handler, often alongside a normal tap handler, so the logic is based on timing and distance between taps.
Basic idea
- Store the time of the last tap.
- Check whether the next tap happens quickly enough, usually within a small delay.
- If it does, treat it as a double tap.
- Otherwise, treat it as a single tap after the timeout passes.
This matches how common double-tap systems work: first tap starts a timer, second tap within the interval fires the double-tap action.
Simple pattern
A basic JavaScript-style pattern looks like this:
js
let lastTap = 0;
const delay = 300;
function handleTap() {
const now = Date.now();
if (now - lastTap < delay) {
doubleTapAction();
lastTap = 0;
} else {
lastTap = now;
setTimeout(() => {
if (Date.now() - lastTap >= delay) {
singleTapAction();
}
}, delay);
}
}
That structure is consistent with double-tap detection examples used in touch and mouse event handlers.
If JJS means a game script
If you mean a JJS moveset or combat script, the double tap usually becomes a combo input or a second activation state rather than a browser gesture. In that case, you would:
- track the first input,
- open a short input window,
- trigger the alternate move if the same input happens again,
- reset the state after the timeout.
That is similar in principle to combo/multi-step input logic used in other gesture systems and game input handlers.
Practical version
- Use a short delay like 250–350 ms.
- Ignore taps that are too far apart.
- Reset the counter after the window ends.
- Keep the single-tap action from firing too early if a double tap is possible.
If you want, I can turn this into a JJS-style script example for your exact setup.