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>
24 lines
762 B
Markdown
24 lines
762 B
Markdown
---
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id: input-down
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name: Input.down
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category: input
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kind: namespace-method
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tokens: Input.down
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sig: Input.down(action: str) -> bool
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tip: Is a named action held on the frame last polled?
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order: 4
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ns: Input
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member: down
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---
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Returns whether a named action is <em>held</em> on the frame last read by <a href="input-poll.html"><code>Input.poll</code></a> — true when the polled key is one of the keys bound to the action. Use it for continuous input (move while held); for a one-shot press use <a href="input-pressed.html"><code>Input.pressed</code></a>. Reading an action rather than a key is what lets the same handler serve any binding.
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```ludic
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program Held {
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entry {
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Input.bind("up", 'w')
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Input.poll()
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if Input.down("up") { print(1) }
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}
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}
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```
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