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<title>Input.key — Ludic</title>
<meta name="description" content="The key pressed this frame as a character code (0 when nothing is pressed).">
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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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<span class="kind-badge kind-method">method</span>
<h1 id="top">Input.key</h1>
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<code class="sig">Input.key() -&gt; int</code>
<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>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program MoveByKey {
property Position { column: int = 0, row: int = 0 }
model Player { Position }
const TILE_SIZE: int = 16
handler SpawnPlayer phase Start {
spawn Player { Position { column: 5, row: 5 } }
}
handler ReadInput phase Input {
let pressed = Input.key()
for (Position) in query [Position, {Player}] {
if pressed == 'w' { Position.row = Position.row - 1 }
if pressed == 's' { Position.row = Position.row + 1 }
if pressed == 'a' { Position.column = Position.column - 1 }
if pressed == 'd' { Position.column = Position.column + 1 }
}
}
handler DrawWorld phase Render {
Screen.clear(Color.MidnightBlue)
for (Position) in query [Position, {Player}] {
Screen.fill_rectangle(
x: Position.column * TILE_SIZE,
y: Position.row * TILE_SIZE,
width: TILE_SIZE,
height: TILE_SIZE,
color: Color.LimeGreen)
}
Screen.show()
}
}</pre></div>
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