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.
NOTE: These functions are designed for Windows/Mac/Ubuntu desktop platforms only. You may find some of the built-in variables and constants aren't valid on other platforms and many of the functions won't work on mobiles.
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 key) 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 the left arrow key |
| vk_right | keycode for the right arrow key |
| vk_up | keycode for the up arrow key |
| vk_down | keycode for the 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 |
The following is a small example of how to use the vk_ constants:
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");
}
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.
There are also some functions that can be used to simulate keypresses:
Finally, 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.