Difference between revisions of "love.keyboard.isDown"
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{{param|boolean|down|True if the key is down, false if not.}} | {{param|boolean|down|True if the key is down, false if not.}} | ||
== Examples == | == Examples == | ||
− | + | Moving the circle when the player press the left and right keys. | |
<source lang="lua"> | <source lang="lua"> | ||
function love.load() | function love.load() | ||
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end | end | ||
</source> | </source> | ||
+ | |||
== Function == | == Function == | ||
{{newin|[[0.7.2]]|072|type=variant}} | {{newin|[[0.7.2]]|072|type=variant}} |
Revision as of 23:51, 14 February 2019
Checks whether a certain key is down. Not to be confused with love.keypressed or love.keyreleased.
Contents
Function
Synopsis
down = love.keyboard.isDown( key )
Arguments
KeyConstant key
- The key to check.
Returns
boolean down
- True if the key is down, false if not.
Examples
Moving the circle when the player press the left and right keys.
function love.load()
x, y = 20, 20
end
function love.update(dt)
if love.keyboard.isDown("left") then
x = x - 10 * dt
end
if love.keyboard.isDown("right") then
x = x + 10 * dt
end
end
function love.draw()
love.graphics.circle("line", x, y, 10)
end
Function
Available since LÖVE 0.7.2 |
This variant is not supported in earlier versions. |
Synopsis
anyDown = love.keyboard.isDown( key, ... )
Arguments
KeyConstant key
- A key to check.
KeyConstant ...
- Additional keys to check.
Returns
boolean anyDown
- True if any supplied key is down, false if not.
Examples
Increase a value while a key is held down
local val = 0;
function love.update(dt)
-- We will increase the variable by 1 for every second the key is held down.
if love.keyboard.isDown("up") then
val = val + dt
print(val)
end
-- We will decrease the variable by 1/s if any of the wasd keys is pressed.
if love.keyboard.isDown('w', 'a', 's', 'd') then
val = val - dt
print(val)
end
end
See Also
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