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<title>Input.bind — Ludic</title>
<meta name="description" content="Bind a physical key to a named action, so gameplay reads the action, not the key.">
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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.bind</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Input.bind</h1>
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<code class="sig">Input.bind(action: str, key: int) -&gt; void</code>
<div class="desc"><p>Binds a physical key (a character code such as <code>'w'</code> or <code>' '</code>) to a named <em>action</em>, creating the action the first time it is named. Gameplay then reads the action with <a href="input-down.html"><code>Input.down</code></a> / <a href="input-pressed.html"><code>Input.pressed</code></a> instead of a raw key, which is what makes rebinding and alternate control schemes clean. Call it more than once with the same action to bind several keys to it; binding a key already on the action is a no-op. Actions are advanced once per frame by <a href="input-poll.html"><code>Input.poll</code></a>.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Bindings {
entry {
Input.bind("jump", ' ')
Input.bind("up", 'w')
Input.poll()
if Input.down("jump") { print(1) }
}
}</pre></div>
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