Class: Keyboard

Phaser. Keyboard

Phaser.Keyboard

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. Please be aware that lots of 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.

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Members

callbackContext

Properties:
Name Type Description
callbackContext Object

The context under which the callbacks are run.

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disabled

You can disable all Keyboard Input by setting disabled to true. While true all new input related events will be ignored.

Properties:
Name Type Description
disabled boolean

The disabled state of the Keyboard.

Default Value:
  • false
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event

Properties:
Name Type Description
event Object

The most recent DOM event. This is updated every time a new key is pressed or released.

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game

Properties:
Name Type Description
game Phaser.Game

Local reference to game.

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onDownCallback

Properties:
Name Type Description
onDownCallback function

This callback is invoked every time a key is pressed down.

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onUpCallback

Properties:
Name Type Description
onUpCallback function

This callback is invoked every time a key is released.

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Methods

addCallbacks(context, onDown, onUp)

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

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}

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

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 Any

Either a single numeric keycode or an array/hash of keycodes: [65, 67, 68].

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clearCaptures()

Clear all set key captures.

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createCursorKeys() → {object}

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

destroy()

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.

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isDown(keycode) → {boolean}

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

justPressed(keycode, duration) → {boolean}

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>
50

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

justReleased(keycode, duration) → {boolean}

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>
50

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

<protected> processKeyDown(event)

Process the keydown event.

Parameters:
Name Type Description
event KeyboardEvent
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<protected> processKeyUp(event)

Process the keyup event.

Parameters:
Name Type Description
event KeyboardEvent
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removeKey(keycode)

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)

Removes an existing key capture.

Parameters:
Name Type Description
keycode number
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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.

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start()

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.

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stop()

Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.

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update()

Updates all currently defined keys.

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