It's still annoying to need to change the entire input method, and then remember that it's different for that window (or globally, depending on particulars of your system).
In any case, QWERTY is not the default worldwide. The letters 'a', 'w', 'e', 'd', 'z', and 'x' have no special semantic significance for this game, they're chosen for their relative positions in a particular keyboard layout.
The actual game actions of 'shift upper left', 'shift upper right', and so on, should be able to be associated with any particular input - including other keys, or relevant swipe gestures on mobile.
I agree with OP - there should be a standardized way of doing this, so that game authors don't have to re-invent keybindings for every new game. (or, as they're wont to do, fail to re-invent keybindings)
I agree entirely. I attribute the lack of scancode usage in keybindings to the laziness and depravity of the young generation ;)
Actually, Javascript is a little weird with regard to scancodes. Try playing with http://javascript.info/tutorial/keyboard-events in different keyboard layouts - you'll notice that there's no code that's consistent across different layouts.
In any case, QWERTY is not the default worldwide. The letters 'a', 'w', 'e', 'd', 'z', and 'x' have no special semantic significance for this game, they're chosen for their relative positions in a particular keyboard layout.
The actual game actions of 'shift upper left', 'shift upper right', and so on, should be able to be associated with any particular input - including other keys, or relevant swipe gestures on mobile.
I agree with OP - there should be a standardized way of doing this, so that game authors don't have to re-invent keybindings for every new game. (or, as they're wont to do, fail to re-invent keybindings)