KEY_FREE: the key is not pressed. KEY_PUSH: the key has been pressed. KEY_HOLD: the key is being held. KEY_PULL: the key has been released.
VK_LEFT (ID: 0) - Move left VK_RIGHT (ID: 1) - Move right VK_UP (ID: 2) - Move up VK_DOWN (ID: 3) - Move down VK_OK (ID: 4) - Confirm VK_CANCEL (ID: 5) - Cancel VK_SHOT (ID: 6) - Player Shot VK_BOMB (ID: 7) - Player Spell/Bomb VK_SPELL (ID: 7) - (Alias for VK_BOMB) VK_SLOWMOVE (ID: 8) - Focus VK_USER1 (ID: 9) - User Key 1 VK_USER2 (ID: 10) - User Key 2 VK_PAUSE (ID: 11) - Pause
KEY_0 ... KEY_9: 0-9 Keys KEY_A ... KEY_Z: A-Z Keys KEY_F1 ... KEY_F10: F1-F10 Keys KEY_MINUS: - KEY_EQUALS: = KEY_SLASH: / KEY_BACK: Backspace KEY_TAB: Tab KEY_SPACE: Space KEY_LBRACKET: [ KEY_RBRACKET: ] KEY_SEMICOLON: ; KEY_APOSTROPHE: ' KEY_GRAVE: ` KEY_BACKSLASH: \ Note: Refers to the key on Western keyboards. KEY_YEN: \ Note: Refers to the key on Japanese keyboards. KEY_AT: @ KEY_COLON: : KEY_UNDERLINE: _ KEY_CIRCUMFLEX: ^ KEY_COMMA: , KEY_PERIOD: . KEY_INSERT: Insert KEY_DELETE: Delete KEY_RETURN: Enter KEY_LCONTROL: Left Ctrl key KEY_RCONTROL: Right Ctrl key KEY_LSHIFT: Left Shift KEY_RSHIFT: Right Shift KEY_LEFT: Left Arrow Key KEY_RIGHT: Right Arrow Key KEY_UP: Up Arrow Key KEY_DOWN: Down Arrow Key KEY_NUMPAD0 ... KEY_NUMPAD9: 0-9 on the Number Pad KEY_ADD: Number Pad + KEY_SUBTRACT: Number Pad - KEY_MULTIPLY: Number Pad * KEY_DIVIDE: Number Pad / KEY_DECIMAL: Number Pad . KEY_NUMPADEQUALS: Number Pad = KEY_ESCAPE: Escape
Arguments: 1) real const: virtualKey Return Type: real const
Returns the state of the specified virtual key.
Arguments: 1) real const: virtualKey 2) real const: keyState
Sets the given virtual key to the given state.
The virtual key will be restored to its true state a frame after you stop calling this function.
Keep in mind that if you set it to KEY_HOLD it will not go to KEY_PULL or KEY_PUSH.
Arguments: 1) real const: virtualKey 2) real const: key 3) real const: padKey
Registers the given virtual key with the given key.
You may map any number of virtual keys to a single key, but virtual keys may only be mapped to a single key.
Use KEY_INVALID if you do not want pad input.
Example: If you were to use AddVirtualKey(VK_SHOT, KEY_UP, KEY_INVALID);
, whenever you press the up arrow key, the virtual shot key will be pressed.
However, you will not be able to move up. To fix this, you add AddVirtualKey(VK_UP, KEY_UP, KEY_INVALID);
. You will now shoot and move up at the same time.
Arguments: 1) real const: virtualKey
Registers the given virtual key id to the replay file.
This key id should be one that you have already registered with AddVirtualKey.
Return Type: real
Checks if any buttons on the pad at the given padIndex are pressed and returns the pressed button ID.
Note: Returns KEY_INVALID if no buttons are pressed or a number between 0 and 16 if one is pressed.
Return Type: real
Returns the number of connected pad devices.
Arguments: 1) real: padIndex Return Type: string array
Returns info about the pad device at the given padIndex
Info is returned as an array of strings: [instanceName, productName]
Arguments: 1) real const: key Return Type: real const
Returns the state of the specified key.
Arguments: 1) real const: mouseButton Return Type: real const
Returns the given mouse button's current state.
mouseButton can be: MOUSE_LEFT
, MOUSE_RIGHT
, or MOUSE_MIDDLE
Return Type: real
Returns the mouse's x position.
The origin for the mouse coordinates is the upper left of the Danmakufu window (0, 0).
Mouse coordinates will be properly adjusted according to the resizing of the window.
Return Type: real
Returns the mouse's y position.
The origin for the mouse coordinates is the upper left of the Danmakufu window (0, 0).
Mouse coordinates will be properly adjusted according to the resizing of the window.
Return Type: real
Returns the amount of change that has occurred to the mouse's Z axis.
The Z axis is normally the middle mouse wheel. If there is no mouse wheel, the value will be 0.
The value returned will be negative if the wheel was moved back, and positive if the wheel moved forward.
Arguments: 1) string: text
Sets the system clipboard text to the given string.
Return Type: string
Returns the contents of the system clipboard as a string.
If the contents of the clipboard cannot be encoded as a string, this returns an empty string.
Arguments: 1) real const: key
Specifies the key to use for fast playback mode.
The default key is KEY_LCONTROL.
Specify KEY_INVALID if you do not wish to enable fast playback.
Arguments: 1) real const: key
Specifies the key to use for restarting stage scripts that were started from the RDNH menu.
The default key is KEY_BACK.
Specify KEY_INVALID to disable this feature.