ludic/docs/language/input/input-key.md
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

1.8 KiB

id name category kind tokens sig tip order ns member
input-key Input.key input namespace-method Input.key Input.key() -> int The key pressed this frame as a character code (0 when nothing is pressed). 0 Input key

Returns the key currently pressed this frame as a character code, or 0 when no key is down. Compare the result against character literals such as 'w', 'a', 's', 'd', or ' ' to drive movement and actions. Read it in an Input-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 Input.key() returns 0 (key released) before accepting the next press.

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()
  }
}