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60 lines
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3 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>Input.key — Ludic</title>
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<meta name="description" content="The key pressed this frame as a character code (0 when nothing is pressed).">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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</head>
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<body>
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<main class="wrap item">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-input.html">Input</a> <span>›</span> <span class="here">Input.key</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Input.key</h1>
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</div>
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<code class="sig">Input.key() -> int</code>
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<div class="desc"><p>Returns the key currently pressed this frame as a character code, or <code>0</code> when no key is down. Compare the result against character literals such as <code>'w'</code>, <code>'a'</code>, <code>'s'</code>, <code>'d'</code>, or <code>' '</code> to drive movement and actions. Read it in an <code>Input</code>-phase handler so input is handled once per frame before the world updates. Because it reports the key held on this frame rather than a one-shot press event, a common pattern for "press to confirm" is to wait until <code>Input.key()</code> returns <code>0</code> (key released) before accepting the next press.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program MoveByKey {
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property Position { column: int = 0, row: int = 0 }
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model Player { Position }
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const TILE_SIZE: int = 16
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handler SpawnPlayer phase Start {
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spawn Player { Position { column: 5, row: 5 } }
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}
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handler ReadInput phase Input {
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let pressed = Input.key()
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for (Position) in query [Position, {Player}] {
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if pressed == 'w' { Position.row = Position.row - 1 }
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if pressed == 's' { Position.row = Position.row + 1 }
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if pressed == 'a' { Position.column = Position.column - 1 }
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if pressed == 'd' { Position.column = Position.column + 1 }
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}
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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for (Position) in query [Position, {Player}] {
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Screen.fill_rectangle(
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x: Position.column * TILE_SIZE,
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y: Position.row * TILE_SIZE,
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width: TILE_SIZE,
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height: TILE_SIZE,
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color: Color.LimeGreen)
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}
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Screen.show()
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}
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}</pre></div>
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</main>
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<script src="ludic-highlight.js"></script>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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