When dealing with the keyboard in GameMaker Studio 2 you have a variety of functions that can be used to recognise different keyboard states like pressed or released. There are also some that store all the key-presses as a string or that can tell you what the last key pressed was, as well as others that allow you to clear the keyboard state completely.
Each input character from a key (or multiple keys) is defined by
its UTF8 code, which is a numerical value. This value can
be retrieved for any character using the ord() function but,
GameMaker Studio 2 also has a series of constants
for the most used keyboard special keys and a special functions.
Typically you'd use a combination of ord() with the
keyboard_check*() functions, something like this:
if keyboard_check(ord("A"))
{
hspeed = -5;
}
So, the above will check the "A" key and if it's being pressed then
it'll set the horizontal speed of the object to -5. Note, that
using ord() in this way will only function correctly if
the input string is only one character in length and is a number
from 0 to 9 or a capitalised Roman character from A to Z.
The function ord() will return a full UTF8 value, but the
keyboard_check*() functions will only detect A - Z and
0 - 9. But what if you want to use the arrow keys? Or if you
want to modify an action using the "shift" key? Well, for that
GameMaker Studio 2 has a series of vk_ constants
(vk_ stands for virtual keyboard) that you can use
in place of ord():
Constant | Description |
---|---|
vk_nokey | keycode representing that no key is pressed |
vk_anykey | keycode representing that any key is pressed |
vk_left | keycode for left arrow key |
vk_right | keycode for right arrow key |
vk_up | keycode for up arrow key |
vk_down | keycode for down arrow key |
vk_enter | enter key |
vk_escape | escape key |
vk_space | space key |
vk_shift | either of the shift keys |
vk_control | either of the control keys |
vk_alt | alt key |
vk_backspace | backspace key |
vk_tab | tab key |
vk_home | home key |
vk_end | end key |
vk_delete | delete key |
vk_insert | insert key |
vk_pageup | pageup key |
vk_pagedown | pagedown key |
vk_pause | pause/break key |
vk_printscreen | printscreen/sysrq key |
vk_f1 ... vk_f12 | keycode for the function keys F1 to F12 |
vk_numpad0 ... vk_numpad9 | number keys on the numeric keypad |
vk_multiply | multiply key on the numeric keypad |
vk_divide | divide key on the numeric keypad |
vk_add | add key on the numeric keypad |
vk_subtract | subtract key on the numeric keypad |
vk_decimal | decimal dot keys on the numeric keypad |
The following constants can only be used with
keyboard_check_direct():
Constant | Description |
---|---|
vk_lshift | left shift key |
vk_lcontrol | left control key |
vk_lalt | left alt key |
vk_rshift | right shift key |
vk_rcontrol | right control key |
vk_ralt | right alt key |
if keyboard_check_pressed(vk_tab)
{
instance_create_layer(x, y, "Controllers",
obj_Menu);
}
The above code will detect if the "Tab" key is pressed and
create an instance of object "obj_Menu" if it is.
If you need to check for a key character that is not 0 - 9, A - Z or one of the VK constants, then you should be checking one of the keyboard_* variables, like keyboard_lastchar for example:
var _key = keyboard_lastchar;
if ord(_key) == ord("ç")
{
show_debug_message("ç key pressed");
}
For information on the available GameMaker Studio 2 keyboard
functions, please see the following sections of the manual:
The following functions are available for use when working with a keyboard:
NOTE: These functions will not work when using an on-screen Virtual Keyboard.
The following variables are built-in to GameMaker Studio 2 and can be accessed to get information about the keyboard state and input:
NOTE: When using the Virtual Keyboard, only the keyboard_string variable will be updated with the keyboard input.