new Keyboard(game)
The Keyboard class handles looking after keyboard input for your game. It will recognise and respond to key presses and dispatch the required events.
Parameters:
Name | Type | Description |
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game |
Phaser.Game | A reference to the currently running game. |
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Members
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callbackContext
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Properties:
Name Type Description callbackContext
Object The context under which the callbacks are run.
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disabled
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You can disable all Keyboard Input by setting disabled to true. While true all new input related events will be ignored.
- Default Value:
- false
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Properties:
Name Type Description disabled
boolean The disabled state of the Keyboard.
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game
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Properties:
Name Type Description game
Phaser.Game Local reference to game.
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onDownCallback
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Properties:
Name Type Description onDownCallback
function This callback is invoked every time a key is pressed down.
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onUpCallback
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Properties:
Name Type Description onUpCallback
function This callback is invoked every time a key is released.
Methods
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addCallbacks(context, onDown, onUp)
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Add callbacks to the Keyboard handler so that each time a key is pressed down or releases the callbacks are activated.
Parameters:
Name Type Argument Default Description context
Object The context under which the callbacks are run.
onDown
function This callback is invoked every time a key is pressed down.
onUp
function <optional>
null This callback is invoked every time a key is released.
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addKey(keycode) → {Phaser.Key}
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If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method. The Key object can then be polled, have events attached to it, etc.
Parameters:
Name Type Description keycode
number The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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Returns:
The Key object which you can store locally and reference directly.
- Type
- Phaser.Key
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addKeyCapture(keycode)
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By default when a key is pressed Phaser will not stop the event from propagating up to the browser. There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. Pass in either a single keycode or an array/hash of keycodes.
Parameters:
Name Type Description keycode
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clearCaptures()
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Clear all set key captures.
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createCursorKeys() → {object}
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Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
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Returns:
An object containing properties: up, down, left and right. Which can be polled like any other Phaser.Key object.
- Type
- object
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isDown(keycode) → {boolean}
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Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
Parameters:
Name Type Description keycode
number The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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Returns:
True if the key is currently down.
- Type
- boolean
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justPressed(keycode, duration) → {boolean}
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Returns the "just pressed" state of the key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
Parameters:
Name Type Argument Default Description keycode
number The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
duration
number <optional>
250 The duration below which the key is considered as being just pressed.
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Returns:
True if the key is just pressed otherwise false.
- Type
- boolean
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justReleased(keycode, duration) → {boolean}
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Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
Parameters:
Name Type Argument Default Description keycode
number The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
duration
number <optional>
250 The duration below which the key is considered as being just released.
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Returns:
True if the key is just released otherwise false.
- Type
- boolean
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<protected> processKeyDown(event)
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Process the keydown event.
Parameters:
Name Type Description event
KeyboardEvent - Source:
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<protected> processKeyUp(event)
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Process the keyup event.
Parameters:
Name Type Description event
KeyboardEvent - Source:
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removeKey(keycode)
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Removes a Key object from the Keyboard manager.
Parameters:
Name Type Description keycode
number The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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removeKeyCapture(keycode)
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Removes an existing key capture.
Parameters:
Name Type Description keycode
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reset()
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Reset the "isDown" state of all keys.
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start()
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Starts the Keyboard event listeners running (keydown and keyup). They are attached to the document.body. This is called automatically by Phaser.Input and should not normally be invoked directly.
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stop()
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Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the document.body.
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