love.keypressed
Callback function triggered when a key is pressed.
Contents
Function
Available since LÖVE 0.10.0 |
This variant is not supported in earlier versions. |
Synopsis
love.keypressed( key, scancode, isrepeat )
Arguments
KeyConstant key
- Character of the pressed key.
Scancode scancode
- The scancode representing the pressed key.
boolean isrepeat
- Whether this keypress event is a repeat. The delay between key repeats depends on the user's system settings.
Returns
Nothing.
Notes
Scancodes are keyboard layout-independent, so the scancode "w" will be generated if the key in the same place as the "w" key on an American keyboard is pressed, no matter what the key is labelled or what the user's operating system settings are.
Key repeat needs to be enabled with love.keyboard.setKeyRepeat for repeat keypress events to be received. This does not affect love.textinput.
Examples
Exit the game when the player presses the Escape key, using love.event.quit.
function love.keypressed(key, scancode, isrepeat)
if key == "escape" then
love.event.quit()
end
end
Function
Available since LÖVE 0.9.0 and removed in LÖVE 0.10.0 |
This variant is not supported in earlier or later versions. |
Synopsis
love.keypressed( key, isrepeat )
Arguments
KeyConstant key
- Character of the key pressed.
boolean isrepeat
- Whether this keypress event is a repeat. The delay between key repeats depends on the user's system settings.
Returns
Nothing.
Notes
Key repeat needs to be enabled with love.keyboard.setKeyRepeat for repeat keypress events to be received.
Function
Removed in LÖVE 0.9.0 |
Unicode text input is now handled separately via love.textinput. |
Synopsis
love.keypressed( key, unicode )
Arguments
KeyConstant key
- Character of the key pressed.
number unicode
- The unicode number of the key pressed.
Returns
Nothing.
Examples
A movement key input system, where for one step need to press the key once.
function love.keypressed( key, scancode, isrepeat )
local dx, dy = 0, 0
if scancode == "d" then -- move right
dx = 1
elseif scancode == "a" then -- move left
dx = -1
elseif scancode == "s" then -- move down
dy = 1
elseif scancode == "w" then -- move up
dy = -1
end
move (dx, dy) -- need to be some function to move the active object
end
Removed in LÖVE 0.9.0 |
Text input is now handled separately via love.textinput. |
Record and print text the user writes (0.8.0 and below.)
function love.load()
text = "Type away! -- "
end
function love.keypressed(key, unicode)
-- ignore non-printable characters (see http://www.ascii-code.com/)
if unicode > 31 and unicode < 127 then
text = text .. string.char(unicode)
end
end
function love.draw()
love.graphics.printf(text, 0, 0, 800)
end
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