- Tests if a button has just been pressed, with keyboard-style repeating.
- i
-
- The button number.
- p
-
- The player number.
- return-value
-
- If a button is specified, then
true
orfalse
, otherwise a bitfield for multiple players.
- If a button is specified, then
The btnp()
function is similar to btn()
except that it only reports that a button is on if it was not pressed during the previous frame. In other words, it returns true
only if a given button was pressed just now, and does not report true
again for the same button in the next frame even if it is held down.
This is useful for detecting button presses that are meant to select menu options or initiate actions. If you were to use btn()
to initiate an action, the player is likely to initiate the action multiple times that they didn't intend, because the button will register as on for multiple frames.
btnp()
implements a keyboard-like repeat mechanism: if the player holds the button for 15 frames, it registers as on again for one frame, then again every four frames after that. The frame counter resets when the player releases the button. These frame counts are doubled for 60fps. Custom delays (in frames 30fps) can be set by poking the following memory addresses:
poke(0x5f5c, delay) -- set the initial delay before repeating. 255 means never repeat. poke(0x5f5d, delay) -- set the repeating delay.
- In both cases, 0 can be used for the default behaviour (delays 15 and 4)
Like btn()
, btnp()
can take a button number and a player number and return true
or false
, or can be called without arguments to return a bitfield of button states.
See btn()
for a description of the arguments and return values.
Predefined button values[]
The P8SCII character set includes 26 special glyphs that can be typed by holding Shift and pressing a letter from A to Z in the code editor or the prompt. PICO-8 pre-defines 26 single-character global variables with names from this set of glyphs and gives them useful values. In the case of btnp()
the ones associated with U, D, L, R, O, and X (⬆️, ⬇️, ⬅️, ➡️, 🅾️, and ❎) are useful, because they represent the corresponding button indices 0 through 5.
These can be used as an argument to btnp()
(or btn()) to represent the corresponding button. Do not surround the value in quotes, because these are not strings, they are predefined global variables with single glyphs for names.
-- test for the "left" button, typed as shift + l
if btnp(⬅️) and x > 0 then
x -= 1
end
Examples[]
sel = 0
items = {"a", "b", "c", "d",
"e", "f", "g", "h"}
function _update()
if (btnp(0) and sel > 0) sel -= 1
if (btnp(1) and sel < #items - 1) sel += 1
end
function _draw()
cls()
for i=1,#items do
print(items[i], 10 * i, 10, 7)
end
rect(8 + (sel * 10), 8,
14 + (sel * 10), 16,
8)
end
Try replacing btnp()
with btn()
to see what happens.