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input keys

★☆☆☆by Ramon Santamaria (@raysan5)

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//! raylib [core] example - input keys
//!
//! Zig-API translation of examples/core/core_input_keys.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)

const rl = @import("raylib");

pub fn main() void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [core] example - input keys");
    defer rl.closeWindow(); // Close window and OpenGL context

    var ball_position: rl.Vector2 = .{ .x = screen_width / 2.0, .y = screen_height / 2.0 };

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        if (rl.isKeyDown(.right)) ball_position.x += 2.0;
        if (rl.isKeyDown(.left)) ball_position.x -= 2.0;
        if (rl.isKeyDown(.up)) ball_position.y -= 2.0;
        if (rl.isKeyDown(.down)) ball_position.y += 2.0;

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        rl.drawText("move the ball with arrow keys", 10, 10, 20, .dark_gray);

        rl.drawCircleV(ball_position, 50, .maroon);
    }
}
/*******************************************************************************************
*
*   raylib [core] example - input keys
*
*   Example complexity rating: [★☆☆☆] 1/4
*
*   Example originally created with raylib 1.0, last time updated with raylib 1.0
*
*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*   BSD-like license that allows static linking with closed source software
*
*   Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [core] example - input keys");

    Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
        if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
        if (IsKeyDown(KEY_UP)) ballPosition.y -= 2.0f;
        if (IsKeyDown(KEY_DOWN)) ballPosition.y += 2.0f;
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);

            DrawCircleV(ballPosition, 50, MAROON);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.