When dealing with the keyboard in GameMaker: Studio 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 keypresses 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.
NOTE: These functions are designed for Windows/Mac/Ubuntu desktop platforms only. You may find some of the in-built variables and constants aren't valid on other platforms
and many of the functions won't work on mobiles.
Now, each key is normally defined by a number, called the ascii code, and you can directly input this number into these functions and they will work fine... But, as it's a bit difficult to remember
so many numbers and the relationship that they have with your keyboard, GameMaker: Studio has a series of constants for the most used keyboard special keys and a special function
ord() to return the number from ordinary typed characters (either letters or numbers).
The following is a small example of how to use ord():
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 the "A" is a capital "A", and that when using ord() the keyboard key to
check must always be written in quotes and as a capital. Now, 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
has a series of vk_ constants (vk_ stands for virtual keyboard) that you can use in place of ord or the ascii code.
Here is a complete list of the vk_ constants:
| 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 | 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 |
The following is a small example of how to use the vk_ constants:
if keyboard_check_pressed(vk_tab)
{
instance_create(x,y,obj_Menu);
}
The above code will detect if the "Tab" key is pressed and create an instance of object "obj_Menu" if it is.
For information on the available GameMaker: Studio keyboard functions, please see the following sections of the manual:
- io_clear
- keyboard_check
- keyboard_check_pressed
- keyboard_check_released
- keyboard_check_direct
- keyboard_clear
- keyboard_key_press
- keyboard_key_release
- keyboard_key
- keyboard_lastkey
- keyboard_lastchar
- keyboard_string
- keyboard_set_map
- keyboard_get_map
- keyboard_unset_map
- keyboard_get_numlock
- keyboard_set_numlock