new Keyboard(game)
The Keyboard class monitors keyboard input and dispatches keyboard events.
Be aware that many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting. Full details here: http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
- Source - input/Keyboard.js, line 17
Members
-
callbackContext :object
-
The context under which the callbacks are run.
- Source - input/Keyboard.js, line 44
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enabled :boolean
-
Keyboard input will only be processed if enabled.
- Default Value:
- true
- Source - input/Keyboard.js, line 29
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event :object
-
The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released.
- Source - input/Keyboard.js, line 34
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game :Phaser.Game
-
Local reference to game.
- Source - input/Keyboard.js, line 22
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<readonly> lastChar :string
-
Returns the string value of the most recently pressed key.
- Source - input/Keyboard.js, line 538
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<readonly> lastKey :Phaser.Key
-
Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed.
- Source - input/Keyboard.js, line 561
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onDownCallback :function
-
This callback is invoked every time a key is pressed down, including key repeats when a key is held down.
- Source - input/Keyboard.js, line 49
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onPressCallback :function
-
This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys.
- Source - input/Keyboard.js, line 54
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onUpCallback :function
-
This callback is invoked every time a key is released.
- Source - input/Keyboard.js, line 59
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pressEvent :object
-
The most recent DOM event from keypress.
- Source - input/Keyboard.js, line 39
Methods
-
addCallbacks(context, onDown, onUp, onPress)
-
Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated.
Parameters:
Name Type Argument Default Description context
object The context under which the callbacks are run.
onDown
function <optional>
null 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.
onPress
function <optional>
null This callback is invoked every time the onkeypress event is raised.
- Source - input/Keyboard.js, line 110
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addKey(keycode) → {Phaser.Key}
-
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
Returns:
The Key object which you can store locally and reference directly.
- Source - input/Keyboard.js, line 140
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addKeyCapture(keycode)
-
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
number | array | object Either a single numeric keycode or an array/hash of keycodes: [65, 67, 68].
- Source - input/Keyboard.js, line 268
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clearCaptures()
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Clear all set key captures.
- Source - input/Keyboard.js, line 304
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createCursorKeys() → {object}
-
Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
Returns:
object -An object containing properties: up, down, left and right. Which can be polled like any other Phaser.Key object.
- Source - input/Keyboard.js, line 178
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destroy()
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Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window. Also clears all key captures and currently created Key objects.
- Source - input/Keyboard.js, line 251
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downDuration(keycode, duration) → {boolean}
-
Returns
true
if the Key was pressed down within theduration
value given, orfalse
if it either isn't down, or was pressed down longer ago than then given duration.Parameters:
Name Type Argument Default Description keycode
number The keycode of the key to check, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
duration
number <optional>
50 The duration within which the key is considered as being just pressed. Given in ms.
Returns:
boolean -True if the key was pressed down within the given duration, false if not or null if the Key wasn't found.
- Source - input/Keyboard.js, line 454
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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 check, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
Returns:
boolean -True if the key is currently down, false if not or null if the Key wasn't found.
- Source - input/Keyboard.js, line 498
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<internal> processKeyDown(event)
-
Process the keydown event.
Parameters:
Name Type Description event
KeyboardEvent - Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Keyboard.js, line 334
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<internal> processKeyPress(event)
-
Process the keypress event.
Parameters:
Name Type Description event
KeyboardEvent - Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Keyboard.js, line 372
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<internal> processKeyUp(event)
-
Process the keyup event.
Parameters:
Name Type Description event
KeyboardEvent - Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - input/Keyboard.js, line 395
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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
- Source - input/Keyboard.js, line 161
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removeKeyCapture(keycode)
-
Removes an existing key capture.
Parameters:
Name Type Description keycode
number - Source - input/Keyboard.js, line 292
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reset(hard)
-
Resets all Keys.
Parameters:
Name Type Argument Default Description hard
boolean <optional>
true A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will.
- Source - input/Keyboard.js, line 430
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start()
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Starts the Keyboard event listeners running (keydown and keyup). They are attached to the window. This is called automatically by Phaser.Input and should not normally be invoked directly.
- Source - input/Keyboard.js, line 195
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stop()
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Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.
- Source - input/Keyboard.js, line 234
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update()
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Updates all currently defined keys.
- Source - input/Keyboard.js, line 315
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upDuration(keycode, duration) → {boolean}
-
Returns
true
if the Key was pressed down within theduration
value given, orfalse
if it either isn't down, or was pressed down longer ago than then given duration.Parameters:
Name Type Argument Default Description keycode
number The keycode of the key to check, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
duration
number <optional>
50 The duration within which the key is considered as being just released. Given in ms.
Returns:
boolean -True if the key was released within the given duration, false if not or null if the Key wasn't found.
- Source - input/Keyboard.js, line 476