<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/input/Keyboard.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> <li class="class-depth-0"> <a href="PIXI.html">PIXI</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Event.html">Event</a> </li> <li class="class-depth-0"> <a href="EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArraySet.html">ArraySet</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayUtils.html">ArrayUtils</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Bullet.html">Bullet</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Angle.html">Angle</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Animation.html">Animation</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.AutoCull.html">AutoCull</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Bounds.html">Bounds</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.BringToTop.html">BringToTop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Core.html">Core</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Crop.html">Crop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Delta.html">Delta</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Destroy.html">Destroy</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Health.html">Health</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InCamera.html">InCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InputEnabled.html">InputEnabled</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InWorld.html">InWorld</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LifeSpan.html">LifeSpan</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LoadTexture.html">LoadTexture</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Hermite.html">Hermite</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.KeyCode.html">KeyCode</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Path.html">Path</a> </li> <li class="class-depth-1"> <a href="Phaser.PathFollower.html">PathFollower</a> </li> <li class="class-depth-1"> <a href="Phaser.PathPoint.html">PathPoint</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-2"> <a href="Phaser.Plugin.PathManager.html">PathManager</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li class="class-depth-1"> <a href="Phaser.Weapon.html">Weapon</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> <li class="class-depth-1"> <a href="PIXI.AbstractFilter.html">AbstractFilter</a> </li> <li class="class-depth-1"> <a href="PIXI.BaseTexture.html">BaseTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasBuffer.html">CanvasBuffer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasGraphics.html">CanvasGraphics</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasPool.html">CanvasPool</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasRenderer.html">CanvasRenderer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasTinter.html">CanvasTinter</a> </li> <li class="class-depth-1"> <a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a> </li> <li class="class-depth-1"> <a href="PIXI.EarCut.html">EarCut</a> </li> <li class="class-depth-1"> <a href="PIXI.Event.html">Event</a> </li> <li class="class-depth-1"> <a href="PIXI.EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="PIXI.FilterTexture.html">FilterTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="PIXI.GraphicsData.html">GraphicsData</a> </li> <li class="class-depth-1"> <a href="PIXI.PIXI.html">PIXI</a> </li> <li class="class-depth-2"> <a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiFastShader.html">PixiFastShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiShader.html">PixiShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLRenderer.html">WebGLRenderer</a> </li> </ul> </li> <li class="dropdown"> <a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_UP">ANGLE_UP</a> </li> <li class="class-depth-0"> <a href="global.html#AUTO">AUTO</a> </li> <li class="class-depth-0"> <a href="global.html#BITMAPDATA">BITMAPDATA</a> </li> <li class="class-depth-0"> <a href="global.html#BITMAPTEXT">BITMAPTEXT</a> </li> <li class="class-depth-0"> <a href="global.html#blendModes">blendModes</a> </li> <li class="class-depth-0"> <a href="global.html#BOTTOM_CENTER">BOTTOM_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#BUTTON">BUTTON</a> </li> <li class="class-depth-0"> <a href="global.html#CANVAS">CANVAS</a> </li> <li class="class-depth-0"> <a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a> </li> <li class="class-depth-0"> <a href="global.html#CENTER">CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#CIRCLE">CIRCLE</a> </li> <li class="class-depth-0"> <a href="global.html#CREATURE">CREATURE</a> </li> <li class="class-depth-0"> <a href="global.html#displayList">displayList</a> </li> <li class="class-depth-0"> <a href="global.html#DOWN">DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ELLIPSE">ELLIPSE</a> </li> <li class="class-depth-0"> <a href="global.html#emit">emit</a> </li> <li class="class-depth-0"> <a href="global.html#EMITTER">EMITTER</a> </li> <li class="class-depth-0"> <a href="global.html#GAMES">GAMES</a> </li> <li class="class-depth-0"> <a href="global.html#GRAPHICS">GRAPHICS</a> </li> <li class="class-depth-0"> <a href="global.html#GROUP">GROUP</a> </li> <li class="class-depth-0"> <a href="global.html#HEADLESS">HEADLESS</a> </li> <li class="class-depth-0"> <a href="global.html#HORIZONTAL">HORIZONTAL</a> </li> <li class="class-depth-0"> <a href="global.html#IMAGE">IMAGE</a> </li> <li class="class-depth-0"> <a href="global.html#LANDSCAPE">LANDSCAPE</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT">LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT_CENTER">LEFT_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT_TOP">LEFT_TOP</a> </li> <li class="class-depth-0"> <a href="global.html#LINE">LINE</a> </li> <li class="class-depth-0"> <a href="global.html#listeners">listeners</a> </li> <li class="class-depth-0"> <a href="global.html#MATRIX">MATRIX</a> </li> <li class="class-depth-0"> <a href="global.html#mixin">mixin</a> </li> <li class="class-depth-0"> <a href="global.html#NONE">NONE</a> </li> <li class="class-depth-0"> <a href="global.html#off">off</a> </li> <li class="class-depth-0"> <a href="global.html#on">on</a> </li> <li class="class-depth-0"> <a href="global.html#once">once</a> </li> <li class="class-depth-0"> <a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a> </li> <li class="class-depth-2"> <a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints return {number} The total number of PathPoints in this Path.</a> </li> <li class="class-depth-0"> <a href="global.html#POINT">POINT</a> </li> <li class="class-depth-0"> <a href="global.html#POINTER">POINTER</a> </li> <li class="class-depth-0"> <a href="global.html#POLYGON">POLYGON</a> </li> <li class="class-depth-0"> <a href="global.html#PORTRAIT">PORTRAIT</a> </li> <li class="class-depth-0"> <a href="global.html#RECTANGLE">RECTANGLE</a> </li> <li class="class-depth-0"> <a href="global.html#removeAllListeners">removeAllListeners</a> </li> <li class="class-depth-0"> <a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a> </li> <li class="class-depth-0"> <a href="global.html#RETROFONT">RETROFONT</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT">RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#RIGHT_TOP">RIGHT_TOP</a> </li> <li class="class-depth-0"> <a href="global.html#ROPE">ROPE</a> </li> <li class="class-depth-0"> <a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a> </li> <li class="class-depth-0"> <a href="global.html#scaleModes">scaleModes</a> </li> <li class="class-depth-0"> <a href="global.html#SPRITE">SPRITE</a> </li> <li class="class-depth-0"> <a href="global.html#SPRITEBATCH">SPRITEBATCH</a> </li> <li class="class-depth-0"> <a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a> </li> <li class="class-depth-0"> <a href="global.html#stopPropagation">stopPropagation</a> </li> <li class="class-depth-0"> <a href="global.html#TEXT">TEXT</a> </li> <li class="class-depth-0"> <a href="global.html#TILEMAP">TILEMAP</a> </li> <li class="class-depth-0"> <a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a> </li> <li class="class-depth-0"> <a href="global.html#TILESPRITE">TILESPRITE</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_CENTER">TOP_CENTER</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_LEFT">TOP_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#TOP_RIGHT">TOP_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#UP">UP</a> </li> <li class="class-depth-0"> <a href="global.html#VERSION">VERSION</a> </li> <li class="class-depth-0"> <a href="global.html#VERTICAL">VERTICAL</a> </li> <li class="class-depth-0"> <a href="global.html#VIDEO">VIDEO</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL">WEBGL</a> </li> <li class="class-depth-0"> <a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a> </li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li> <li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li> <li class="class-depth-1"><a href="Phaser.World.html">World</a></li> <li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li> <li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li> <li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li> <li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li> <li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li> <li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li> <li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li> <li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li> <li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li> <li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li> <li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li> <li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li> <li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li> <li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li> <li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li> <li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li> <li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li> <li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li> <li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li> <li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li> <li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li> <li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li> <li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li> <li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li> <li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li> <li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li> <li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li> <li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li> <li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li> <li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li> <li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li> <li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li> <li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li> <li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li> <li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li> <li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li> <li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li> <li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li> <li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li> <li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li> <li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li> <li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li> <li class="class-depth-1"><a href="Phaser.KeyCode.html">Key Codes</a></li> <li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li> <li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li> <li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li> <li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li> <li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/input/Keyboard.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Keyboard class monitors keyboard input and dispatches keyboard events. * * _Note_: many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting. * See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details. * * Also please be aware that certain browser extensions can disable or override Phaser keyboard handling. * For example the Chrome extension vimium is known to disable Phaser from using the D key. And there are others. * So please check your extensions before opening Phaser issues. * * @class Phaser.Keyboard * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Keyboard = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * Keyboard input will only be processed if enabled. * @property {boolean} enabled * @default */ this.enabled = true; /** * @property {object} event - The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released. */ this.event = null; /** * @property {object} pressEvent - The most recent DOM event from keypress. */ this.pressEvent = null; /** * @property {object} callbackContext - The context under which the callbacks are run. */ this.callbackContext = this; /** * @property {function} onDownCallback - This callback is invoked every time a key is pressed down, including key repeats when a key is held down. */ this.onDownCallback = null; /** * @property {function} onPressCallback - This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys. */ this.onPressCallback = null; /** * @property {function} onUpCallback - This callback is invoked every time a key is released. */ this.onUpCallback = null; /** * @property {array<Phaser.Key>} _keys - The array the Phaser.Key objects are stored in. * @private */ this._keys = []; /** * @property {array} _capture - The array the key capture values are stored in. * @private */ this._capture = []; /** * @property {function} _onKeyDown * @private * @default */ this._onKeyDown = null; /** * @property {function} _onKeyPress * @private * @default */ this._onKeyPress = null; /** * @property {function} _onKeyUp * @private * @default */ this._onKeyUp = null; /** * @property {number} _i - Internal cache var * @private */ this._i = 0; /** * @property {number} _k - Internal cache var * @private */ this._k = 0; }; Phaser.Keyboard.prototype = { /** * Add callbacks to the Keyboard handler so that each time a key is pressed down or released the callbacks are activated. * * @method Phaser.Keyboard#addCallbacks * @param {object} context - The context under which the callbacks are run. * @param {function} [onDown=null] - This callback is invoked every time a key is pressed down. * @param {function} [onUp=null] - This callback is invoked every time a key is released. * @param {function} [onPress=null] - This callback is invoked every time the onkeypress event is raised. */ addCallbacks: function (context, onDown, onUp, onPress) { this.callbackContext = context; if (onDown !== undefined && onDown !== null) { this.onDownCallback = onDown; } if (onUp !== undefined && onUp !== null) { this.onUpCallback = onUp; } if (onPress !== undefined && onPress !== null) { this.onPressCallback = onPress; } }, /** * 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. * * @method Phaser.Keyboard#addKey * @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key. * @return {Phaser.Key} The Key object which you can store locally and reference directly. */ addKey: function (keycode) { if (!this._keys[keycode]) { this._keys[keycode] = new Phaser.Key(this.game, keycode); this.addKeyCapture(keycode); } return this._keys[keycode]; }, /** * A practical way to create an object containing user selected hotkeys. * * For example, * * addKeys( { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S, 'left': Phaser.KeyCode.A, 'right': Phaser.KeyCode.D } ); * * would return an object containing properties (`up`, `down`, `left` and `right`) referring to {@link Phaser.Key} object. * * @method Phaser.Keyboard#addKeys * @param {object} keys - A key mapping object, i.e. `{ 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S }` or `{ 'up': 52, 'down': 53 }`. * @return {object} An object containing the properties mapped to {@link Phaser.Key} values. */ addKeys: function (keys) { var output = {}; for (var key in keys) { output[key] = this.addKey(keys[key]); } return output; }, /** * Removes a Key object from the Keyboard manager. * * @method Phaser.Keyboard#removeKey * @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to remove. */ removeKey: function (keycode) { if (this._keys[keycode]) { this._keys[keycode] = null; this.removeKeyCapture(keycode); } }, /** * Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right. * * @method Phaser.Keyboard#createCursorKeys * @return {object} An object containing properties: `up`, `down`, `left` and `right` of {@link Phaser.Key} objects. */ createCursorKeys: function () { return this.addKeys({ 'up': Phaser.KeyCode.UP, 'down': Phaser.KeyCode.DOWN, 'left': Phaser.KeyCode.LEFT, 'right': Phaser.KeyCode.RIGHT }); }, /** * 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. * * @method Phaser.Keyboard#start * @protected */ start: function () { if (this.game.device.cocoonJS) { return; } if (this._onKeyDown !== null) { // Avoid setting multiple listeners return; } var _this = this; this._onKeyDown = function (event) { return _this.processKeyDown(event); }; this._onKeyUp = function (event) { return _this.processKeyUp(event); }; this._onKeyPress = function (event) { return _this.processKeyPress(event); }; window.addEventListener('keydown', this._onKeyDown, false); window.addEventListener('keyup', this._onKeyUp, false); window.addEventListener('keypress', this._onKeyPress, false); }, /** * Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window. * * @method Phaser.Keyboard#stop */ stop: function () { window.removeEventListener('keydown', this._onKeyDown); window.removeEventListener('keyup', this._onKeyUp); window.removeEventListener('keypress', this._onKeyPress); this._onKeyDown = null; this._onKeyUp = null; this._onKeyPress = null; }, /** * 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. * * @method Phaser.Keyboard#destroy */ destroy: function () { this.stop(); this.clearCaptures(); this._keys.length = 0; this._i = 0; }, /** * 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. * * The `addKeyCapture` method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browser * and cause the default browser behavior. * * Pass in either a single keycode or an array/hash of keycodes. * * @method Phaser.Keyboard#addKeyCapture * @param {integer|integer[]|object} keycode - Either a single {@link Phaser.KeyCode keycode} or an array/hash of keycodes such as `[65, 67, 68]`. */ addKeyCapture: function (keycode) { if (typeof keycode === 'object') { for (var key in keycode) { this._capture[keycode[key]] = true; } } else { this._capture[keycode] = true; } }, /** * Removes an existing key capture. * * @method Phaser.Keyboard#removeKeyCapture * @param {integer} keycode - The {@link Phaser.KeyCode keycode} to remove capturing of. */ removeKeyCapture: function (keycode) { delete this._capture[keycode]; }, /** * Clear all set key captures. * * @method Phaser.Keyboard#clearCaptures */ clearCaptures: function () { this._capture = {}; }, /** * Updates all currently defined keys. * * @method Phaser.Keyboard#update */ update: function () { this._i = this._keys.length; while (this._i--) { if (this._keys[this._i]) { this._keys[this._i].update(); } } }, /** * Process the keydown event. * * @method Phaser.Keyboard#processKeyDown * @param {KeyboardEvent} event * @protected */ processKeyDown: function (event) { this.event = event; if (!this.game.input.enabled || !this.enabled) { return; } var key = event.keyCode; // The event is being captured but another hotkey may need it if (this._capture[key]) { event.preventDefault(); } if (!this._keys[key]) { this._keys[key] = new Phaser.Key(this.game, key); } this._keys[key].processKeyDown(event); this._k = key; if (this.onDownCallback) { this.onDownCallback.call(this.callbackContext, event); } }, /** * Process the keypress event. * * @method Phaser.Keyboard#processKeyPress * @param {KeyboardEvent} event * @protected */ processKeyPress: function (event) { this.pressEvent = event; if (!this.game.input.enabled || !this.enabled) { return; } if (this.onPressCallback) { this.onPressCallback.call(this.callbackContext, String.fromCharCode(event.charCode), event); } }, /** * Process the keyup event. * * @method Phaser.Keyboard#processKeyUp * @param {KeyboardEvent} event * @protected */ processKeyUp: function (event) { this.event = event; if (!this.game.input.enabled || !this.enabled) { return; } var key = event.keyCode; if (this._capture[key]) { event.preventDefault(); } if (!this._keys[key]) { this._keys[key] = new Phaser.Key(this.game, key); } this._keys[key].processKeyUp(event); if (this.onUpCallback) { this.onUpCallback.call(this.callbackContext, event); } }, /** * Resets all Keys. * * @method Phaser.Keyboard#reset * @param {boolean} [hard=true] - A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will. */ reset: function (hard) { if (hard === undefined) { hard = true; } this.event = null; var i = this._keys.length; while (i--) { if (this._keys[i]) { this._keys[i].reset(hard); } } }, /** * Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down, * or was pressed down longer ago than then given duration. * * @method Phaser.Keyboard#downDuration * @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR. * @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms. * @return {boolean} True if the key was pressed down within the given duration, false if not or null if the Key wasn't found. */ downDuration: function (keycode, duration) { if (this._keys[keycode]) { return this._keys[keycode].downDuration(duration); } else { return null; } }, /** * Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down, * or was pressed down longer ago than then given duration. * * @method Phaser.Keyboard#upDuration * @param {Phaser.KeyCode|integer} keycode - The keycode of the key to check, i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR. * @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms. * @return {boolean} True if the key was released within the given duration, false if not or null if the Key wasn't found. */ upDuration: function (keycode, duration) { if (this._keys[keycode]) { return this._keys[keycode].upDuration(duration); } else { return null; } }, /** * Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser. * * @method Phaser.Keyboard#isDown * @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR. * @return {boolean} True if the key is currently down, false if not or null if the Key wasn't found. */ isDown: function (keycode) { if (this._keys[keycode]) { return this._keys[keycode].isDown; } else { return null; } } }; /** * Returns the string value of the most recently pressed key. * @name Phaser.Keyboard#lastChar * @property {string} lastChar - The string value of the most recently pressed key. * @readonly */ Object.defineProperty(Phaser.Keyboard.prototype, "lastChar", { get: function () { if (this.event.charCode === 32) { return ''; } else { return String.fromCharCode(this.pressEvent.charCode); } } }); /** * Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed. * @name Phaser.Keyboard#lastKey * @property {Phaser.Key} lastKey - The most recently pressed Key. * @readonly */ Object.defineProperty(Phaser.Keyboard.prototype, "lastKey", { get: function () { return this._keys[this._k]; } }); Phaser.Keyboard.prototype.constructor = Phaser.Keyboard; /** * A key code represents a physical key on a keyboard. * * The KeyCode class contains commonly supported keyboard key codes which can be used * as keycode`-parameters in several {@link Phaser.Keyboard} and {@link Phaser.Key} methods. * * _Note_: These values should only be used indirectly, eg. as `Phaser.KeyCode.KEY`. * Future versions may replace the actual values, such that they remain compatible with `keycode`-parameters. * The current implementation maps to the {@link https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/keyCode KeyboardEvent.keyCode} property. * * _Note_: Use `Phaser.KeyCode.KEY` instead of `Phaser.Keyboard.KEY` to refer to a key code; * the latter approach is supported for compatibility. * * @class Phaser.KeyCode */ Phaser.KeyCode = { /** @static */ A: "A".charCodeAt(0), /** @static */ B: "B".charCodeAt(0), /** @static */ C: "C".charCodeAt(0), /** @static */ D: "D".charCodeAt(0), /** @static */ E: "E".charCodeAt(0), /** @static */ F: "F".charCodeAt(0), /** @static */ G: "G".charCodeAt(0), /** @static */ H: "H".charCodeAt(0), /** @static */ I: "I".charCodeAt(0), /** @static */ J: "J".charCodeAt(0), /** @static */ K: "K".charCodeAt(0), /** @static */ L: "L".charCodeAt(0), /** @static */ M: "M".charCodeAt(0), /** @static */ N: "N".charCodeAt(0), /** @static */ O: "O".charCodeAt(0), /** @static */ P: "P".charCodeAt(0), /** @static */ Q: "Q".charCodeAt(0), /** @static */ R: "R".charCodeAt(0), /** @static */ S: "S".charCodeAt(0), /** @static */ T: "T".charCodeAt(0), /** @static */ U: "U".charCodeAt(0), /** @static */ V: "V".charCodeAt(0), /** @static */ W: "W".charCodeAt(0), /** @static */ X: "X".charCodeAt(0), /** @static */ Y: "Y".charCodeAt(0), /** @static */ Z: "Z".charCodeAt(0), /** @static */ ZERO: "0".charCodeAt(0), /** @static */ ONE: "1".charCodeAt(0), /** @static */ TWO: "2".charCodeAt(0), /** @static */ THREE: "3".charCodeAt(0), /** @static */ FOUR: "4".charCodeAt(0), /** @static */ FIVE: "5".charCodeAt(0), /** @static */ SIX: "6".charCodeAt(0), /** @static */ SEVEN: "7".charCodeAt(0), /** @static */ EIGHT: "8".charCodeAt(0), /** @static */ NINE: "9".charCodeAt(0), /** @static */ NUMPAD_0: 96, /** @static */ NUMPAD_1: 97, /** @static */ NUMPAD_2: 98, /** @static */ NUMPAD_3: 99, /** @static */ NUMPAD_4: 100, /** @static */ NUMPAD_5: 101, /** @static */ NUMPAD_6: 102, /** @static */ NUMPAD_7: 103, /** @static */ NUMPAD_8: 104, /** @static */ NUMPAD_9: 105, /** @static */ NUMPAD_MULTIPLY: 106, /** @static */ NUMPAD_ADD: 107, /** @static */ NUMPAD_ENTER: 108, /** @static */ NUMPAD_SUBTRACT: 109, /** @static */ NUMPAD_DECIMAL: 110, /** @static */ NUMPAD_DIVIDE: 111, /** @static */ F1: 112, /** @static */ F2: 113, /** @static */ F3: 114, /** @static */ F4: 115, /** @static */ F5: 116, /** @static */ F6: 117, /** @static */ F7: 118, /** @static */ F8: 119, /** @static */ F9: 120, /** @static */ F10: 121, /** @static */ F11: 122, /** @static */ F12: 123, /** @static */ F13: 124, /** @static */ F14: 125, /** @static */ F15: 126, /** @static */ COLON: 186, /** @static */ EQUALS: 187, /** @static */ COMMA: 188, /** @static */ UNDERSCORE: 189, /** @static */ PERIOD: 190, /** @static */ QUESTION_MARK: 191, /** @static */ TILDE: 192, /** @static */ OPEN_BRACKET: 219, /** @static */ BACKWARD_SLASH: 220, /** @static */ CLOSED_BRACKET: 221, /** @static */ QUOTES: 222, /** @static */ BACKSPACE: 8, /** @static */ TAB: 9, /** @static */ CLEAR: 12, /** @static */ ENTER: 13, /** @static */ SHIFT: 16, /** @static */ CONTROL: 17, /** @static */ ALT: 18, /** @static */ CAPS_LOCK: 20, /** @static */ ESC: 27, /** @static */ SPACEBAR: 32, /** @static */ PAGE_UP: 33, /** @static */ PAGE_DOWN: 34, /** @static */ END: 35, /** @static */ HOME: 36, /** @static */ LEFT: 37, /** @static */ UP: 38, /** @static */ RIGHT: 39, /** @static */ DOWN: 40, /** @static */ PLUS: 43, /** @static */ MINUS: 44, /** @static */ INSERT: 45, /** @static */ DELETE: 46, /** @static */ HELP: 47, /** @static */ NUM_LOCK: 144 }; // Duplicate Phaser.KeyCode values in Phaser.Keyboard for compatibility for (var key in Phaser.KeyCode) { if (Phaser.KeyCode.hasOwnProperty(key) && !key.match(/[a-z]/)) { Phaser.Keyboard[key] = Phaser.KeyCode[key]; } } </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2016 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a> on Fri Aug 26 2016 01:16:09 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { anchorName : function(i, heading, prefix) { return $(heading).attr("id") || ( prefix + i ); }, selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>