A paddle you can’t move isn’t much fun. The engine calls a function named update() every frame — sixty times a second — so that’s where we read the keyboard and change paddleY.
Add this update() function, just above draw():
function update() {
if (key('ArrowUp')) {
paddleY -= 2;
}
if (key('ArrowDown')) {
paddleY += 2;
}
paddleY = mid(0, paddleY, 128 - PH);
}key('ArrowUp') is true while that key is held, so the paddle keeps moving as long as you hold it. mid(0, paddleY, 128 - PH) clamps the value between 0 and the bottom, so the paddle can’t slide off screen — the same trick as Move with the keyboard.
Here’s your whole program now — save it, click the canvas so it hears the keyboard, and hold up/down:
let paddleY = 54;
const PH = 20;
function update() {
if (key('ArrowUp')) {
paddleY -= 2;
}
if (key('ArrowDown')) {
paddleY += 2;
}
paddleY = mid(0, paddleY, 128 - PH);
}
function draw() {
cls(0);
rectfill(124, 0, 127, 127, 6);
rectfill(6, paddleY, 8, paddleY + PH, 7);
}