Question: How do you handle keypresses in Love2D?


In Love2D, handling keypresses is done through the love.keypressed function. This callback function is triggered whenever a player presses a key. Below is an example of how to use love.keypressed to move a player character when arrow keys are pressed.

function love.load() -- Initial position of the player player = { x = 100, y = 100 } end function love.update(dt) -- Player movement would be handled here, if it were continuous end function love.keypressed(key, scancode, isrepeat) -- Adjust the player's position based on the keypress if key == "up" then player.y = player.y - 10 elseif key == "down" then player.y = player.y + 10 elseif key == "left" then player.x = player.x - 10 elseif key == "right" then player.x = player.x + 10 end end function love.draw() -- Draw the player as a rectangle"fill", player.x, player.y, 50, 50) end

In this example, whenever one of the arrow keys is pressed, the love.keypressed function updates the player's x or y coordinates accordingly. The player object is then drawn at its new position during the love.draw() call.

The parameters of the love.keypressed function provide additional information:

  • key: A string representing the key that was pressed.
  • scancode: A platform-specific scancode representing the physical key on the keyboard.
  • isrepeat: A boolean indicating whether this keypress event is a repeat (the key is being held down).

Note that the love.keypressed function will not continuously detect a key being held down; it only triggers once per press. To handle continuous key detection (for smooth movements, for example), you would typically check the key states in the love.update function using love.keyboard.isDown.

Here's an example of how to refactor the previous code to handle continuous key presses:

function love.update(dt) if love.keyboard.isDown("up") then player.y = player.y - 100 * dt end if love.keyboard.isDown("down") then player.y = player.y + 100 * dt end if love.keyboard.isDown("left") then player.x = player.x - 100 * dt end if love.keyboard.isDown("right") then player.x = player.x + 100 * dt end end -- Other functions remain unchanged.

With this implementation, the player's position is updated in love.update, allowing for smooth and continuous movement.

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