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This is an example program that uses the keyboard's input to control a player on the screen. This works best when using a Bluetooth keyboard. There's probably a better way of executing this, but for now, you have to hit the keys repetitively. Here's the code:
function setup()
print("Use W, A, S, and D to move and X to open the chest.")
showKeyboard()
player=sprite("Planet Cute:Character Boy")
chest=sprite("Planet Cute:Chest Closed")
px=100
py=HEIGHT-100
points=0
parameter.watch("points")
chestClosed=true
end
function draw()
background(95, 70, 31, 255)
if chestClosed then chest=sprite("Planet Cute:Chest Closed", WIDTH/2, HEIGHT/2) end
player=sprite("Planet Cute:Character Boy", px, py)
showKeyboard()
end
function keyboard(key)
if (key == "w" or key == "W") then
py = py + 10
end
if (key == "a" or key == "A") then
px = px - 10
end
if (key == "s" or key == "S") then
py = py - 10
end
if (key == "d" or key == "D") then
px = px + 10
end
if (key == "x" or key == "X") then
if touchingChest() then
chestClosed=false
sound(SOUND_PICKUP, 24870)
points = points + 10
end
end
end
function touchingChest()
if (px < WIDTH/2+50 and
px > WIDTH/2-50 and
py < HEIGHT/2+85 and
py > HEIGHT/2-85) then return true
else
return false
end
end
Comments
@niorg2606 - I would load the images just once at the start
And this is how to sprite them
Additionally, there's no need to test for both upper and lower case, just do this
When I tested the program with a BT Keyboard, It didn't register the keystroke when I had caps lock on.
So is there a way to check if a key is still being pressed and I love my Logitech keyboard. Though it was quite expensive and doesn't fit my new iPad.
@SaladFingers I'm pretty sure the keyboard is only called when the key is pushed down, and does not detect when it is released. I asked that quite a while ago. Still, you can make quite fun games based off the keyboard.
Yeah, thanks. I'm curious, what kind of keyboard do you use?
@SaladFingers a Belkin, it's part of my case.