ludic/docs/language/input/input-pressed.md
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feat(input): action maps + deterministic record/replay (#7)
The two ideas the input revamp leads with, built in Ludic over the
single-key poll every target already provides:

- Action maps: gameplay reads named actions, not physical keys, so keys
  are rebindable and a scheme is data. Input.bind(action, key),
  Input.down/pressed(action), Input.rebind(action, from, to).
- Deterministic record/replay: Input.poll() is the one per-frame input
  read; Input.record() captures the key each frame and Input.replay()
  feeds the tape back, so a run reproduces exactly — the seed of lockstep
  netcode. "Read input" and "read a recorded snapshot" are the same call.

runtime/native/input.ludic (spliced when the new Input.* methods are used;
pulls in core.ludic for rt_poll). emit_ns_call routes the methods to the
@fn_input_* runtime; parse.ludic gates the splice. Seven docs/language
pages; worked example + regression examples/library/input_actions.ludic
(1 0 1 1 0 1 0). Full suite 75 passed, self-host fixpoint intact, no golden
drift. The device layer (multi-key held, gamepads, touch, analog) needs a
platform key-state backend and is tracked separately.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-31 16:03:56 +03:00

780 B


id: input-pressed name: Input.pressed category: input kind: namespace-method tokens: Input.pressed sig: Input.pressed(action: str) -> bool tip: Did a named action go down this frame (a one-shot edge)? order: 5 ns: Input member: pressed

Returns whether a named action went down this frame — held on the frame last polled, but not on the one before — the edge you want for "press to jump / confirm / fire", where Input.down would retrigger every frame the key is held. Depends on the two most recent Input.poll calls, so poll once per frame.

program Edge {
  entry {
    Input.bind("jump", ' ')
    Input.poll()
    if Input.pressed("jump") { print(1) }
  }
}