KeyboardReleased()
Syntax
Result = KeyboardReleased(KeyID)Description
Checks if the specified key has been pushed and released. This function is useful for switch key checks, like a 'Pause' key in a game (one time the game is paused, next time it will continue). The function ExamineKeyboard() must be called before this function to update the keyboard state.
Parameters
KeyID The identifier of the key to be checked. For a full list of available keys see KeyboardPushed().
Return value
Nonzero if the specified key has been pushed and released, zero otherwise.
Example
Debug "The sprite will only move when the key are released"
OpenScreen(800, 600, 32, "Test")
Procedure RenderFrame()
Static x, y
ClearScreen(RGB(0, 0, 0))
If ExamineKeyboard()
If KeyboardReleased(#PB_Key_Left)
x-10
ElseIf KeyboardReleased(#PB_Key_Right)
x+10
EndIf
If KeyboardReleased(#PB_Key_Up)
y-10
ElseIf KeyboardReleased(#PB_Key_Down)
y+10
EndIf
DisplaySprite(0, x, y)
EndIf
FlipBuffers(); // continue the rendering
EndProcedure
Procedure Loading(Type, Filename$, ObjectId)
Static NbLoadedElements
NbLoadedElements+1
If NbLoadedElements = 1 ; The loading of all images and sounds is finished, we can start the rendering
FlipBuffers(); // start the rendering
EndIf
EndProcedure
Procedure LoadingError(Type, Filename$, ObjectId)
Debug Filename$ + ": loading error"
EndProcedure
; Register the loading event before calling any resource load command
BindEvent(#PB_Event_Loading, @Loading())
BindEvent(#PB_Event_LoadingError, @LoadingError())
BindEvent(#PB_Event_RenderFrame, @RenderFrame())
LoadSprite(0, "Data/SpiderBasicLogo.png")
See Also
ExamineKeyboard(), KeyboardPushed()
Supported OS
All