There are two parts to the keyboard support:
The World has a String-valued property called lastKeystroke
This is a string that holds the keystroke, in a form that can be used in string comparisons, like:
So you can have a ticking script (for instance) testing the lastKeystroke property.
But you may very well miss one, unless you use the other part:
You can trigger a script that is owned by the World on a 'keyStroke' event.
You do this by clicking on the 'when this script should run' button, and choosing 'more...' and then 'keyStroke'.
Note that this does not
do keyUp/keyDown events, just keystrokes.
So if you want to, say, have the rocket thrusting while a key is down, that's not currently supported.
What I had intended to do is to provide a KeyMorph and perhaps also a KeyboardMorph that could provide this kind of support.
The keystroke support that I added recently is much more modest, and doesn't suffer from the problems of different keyboard maps.
The problem is that the keyDown/keyUp events are not associated with any meaning when they come in.
So depending on what keyboard you have, several different physical keys (and hence keycodes) may generate, say, the "1" keystroke.
And this will differ by physical keyboard, operating system, etc.
When we get a keyUp event, we also ask the operating system how to interpret that key code number as a keystroke.
But until that time we just know the number.
I couldn't think of an easy way to deal with this problem in a cross-platform way, and I didn't want to make it so that people could make projects that couldn't easily be shared between different computers.
I am open to suggestions as to how to fix this. One idea I had was to learn the relationship: upon loading a project that uses particular keys, the KeyMorphs wouldn't know what numeric keycodes they needed to respond to. But they would know the keyStroke (like <left>).
By watching all
the keyUp/keyDown/keyStroke events (assuming the user is just pressing one key at once, and there are no combining or modifier keys also being used), we can see the correspondence between the keyUp events and the keyStroke events that follow.
Perhaps the KeyMorphs, upon being loaded or created, would prompt the user to press the given key so they could learn.
Perhaps they could just not respond until the second press of their given key.
As I noted above, this is complicated by:
- modifier keys combining keys and key sequences
- sticky key states (Shift-Lock, Caps-Lock, Num-Lock, etc.)
- chording: pressing multiple non-modifier keys at once
- international input methods that may compress a long sequence of keys into one keystroke