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<h1 class="page-title">Source: input/Keyboard.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Keyboard class handles looking after keyboard input for your game. It will recognise and respond to key presses and dispatch the required events.
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*
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* @class Phaser.Keyboard
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Keyboard = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {object} _keys - The object the key values are stored in.
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* @private
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*/
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this._keys = {};
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/**
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* @property {object} _hotkeys - The object the hot keys are stored in.
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* @private
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*/
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this._hotkeys = {};
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/**
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* @property {object} _capture - The object the key capture values are stored in.
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* @private
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*/
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this._capture = {};
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/**
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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.
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* @property {boolean} disabled - The disabled state of the Keyboard.
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* @default
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*/
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this.disabled = false;
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/**
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* @property {function} _onKeyDown
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* @private
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* @default
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*/
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this._onKeyDown = null;
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/**
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* @property {function} _onKeyUp
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* @private
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* @default
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*/
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this._onKeyUp = null;
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/**
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* @property {Object} callbackContext - The context under which the callbacks are run.
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*/
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this.callbackContext = this;
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/**
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* @property {function} onDownCallback - This callback is invoked every time a key is pressed down.
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*/
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this.onDownCallback = null;
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/**
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* @property {function} onUpCallback - This callback is invoked every time a key is released.
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*/
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this.onUpCallback = null;
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};
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Phaser.Keyboard.prototype = {
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/**
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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.
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* @method Phaser.Keyboard#addCallbacks
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* @param {Object} context - The context under which the callbacks are run.
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* @param {function} onDown - This callback is invoked every time a key is pressed down.
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* @param {function} [onUp=null] - This callback is invoked every time a key is released.
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*/
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addCallbacks: function (context, onDown, onUp) {
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this.callbackContext = context;
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this.onDownCallback = onDown;
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if (typeof onUp !== 'undefined')
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{
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this.onUpCallback = onUp;
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}
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},
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/**
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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.
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* The Key object can then be polled, have events attached to it, etc.
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*
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* @method Phaser.Keyboard#addKey
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* @param {number} keycode - The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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* @return {Phaser.Key} The Key object which you can store locally and reference directly.
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*/
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addKey: function (keycode) {
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this._hotkeys[keycode] = new Phaser.Key(this.game, keycode);
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this.addKeyCapture(keycode);
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return this._hotkeys[keycode];
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},
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/**
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* Removes a Key object from the Keyboard manager.
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*
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* @method Phaser.Keyboard#removeKey
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* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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*/
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removeKey: function (keycode) {
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delete (this._hotkeys[keycode]);
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},
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/**
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* Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
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*
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* @method Phaser.Keyboard#createCursorKeys
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* @return {object} An object containing properties: up, down, left and right. Which can be polled like any other Phaser.Key object.
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*/
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createCursorKeys: function () {
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return {
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up: this.addKey(Phaser.Keyboard.UP),
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down: this.addKey(Phaser.Keyboard.DOWN),
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left: this.addKey(Phaser.Keyboard.LEFT),
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right: this.addKey(Phaser.Keyboard.RIGHT)
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}
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},
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/**
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* Starts the Keyboard event listeners running (keydown and keyup). They are attached to the document.body.
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* This is called automatically by Phaser.Input and should not normally be invoked directly.
|
|
*
|
|
* @method Phaser.Keyboard#start
|
|
*/
|
|
start: function () {
|
|
|
|
var _this = this;
|
|
|
|
this._onKeyDown = function (event) {
|
|
return _this.processKeyDown(event);
|
|
};
|
|
|
|
this._onKeyUp = function (event) {
|
|
return _this.processKeyUp(event);
|
|
};
|
|
|
|
window.addEventListener('keydown', this._onKeyDown, false);
|
|
window.addEventListener('keyup', this._onKeyUp, false);
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the document.body.
|
|
*
|
|
* @method Phaser.Keyboard#stop
|
|
*/
|
|
stop: function () {
|
|
|
|
window.removeEventListener('keydown', this._onKeyDown);
|
|
window.removeEventListener('keyup', this._onKeyUp);
|
|
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
* @method Phaser.Keyboard#addKeyCapture
|
|
* @param {Any} keycode
|
|
*/
|
|
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 {number} keycode
|
|
*/
|
|
removeKeyCapture: function (keycode) {
|
|
|
|
delete this._capture[keycode];
|
|
|
|
},
|
|
|
|
/**
|
|
* Clear all set key captures.
|
|
* @method Phaser.Keyboard#clearCaptures
|
|
*/
|
|
clearCaptures: function () {
|
|
|
|
this._capture = {};
|
|
|
|
},
|
|
|
|
/**
|
|
* Process the keydown event.
|
|
* @method Phaser.Keyboard#processKeyDown
|
|
* @param {KeyboardEvent} event
|
|
* @protected
|
|
*/
|
|
processKeyDown: function (event) {
|
|
|
|
if (this.game.input.disabled || this.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this._capture[event.keyCode])
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
if (this.onDownCallback)
|
|
{
|
|
this.onDownCallback.call(this.callbackContext, event);
|
|
}
|
|
|
|
if (this._keys[event.keyCode] && this._keys[event.keyCode].isDown)
|
|
{
|
|
// Key already down and still down, so update
|
|
this._keys[event.keyCode].duration = this.game.time.now - this._keys[event.keyCode].timeDown;
|
|
}
|
|
else
|
|
{
|
|
if (!this._keys[event.keyCode])
|
|
{
|
|
// Not used this key before, so register it
|
|
this._keys[event.keyCode] = {
|
|
isDown: true,
|
|
timeDown: this.game.time.now,
|
|
timeUp: 0,
|
|
duration: 0
|
|
};
|
|
}
|
|
else
|
|
{
|
|
// Key used before but freshly down
|
|
this._keys[event.keyCode].isDown = true;
|
|
this._keys[event.keyCode].timeDown = this.game.time.now;
|
|
this._keys[event.keyCode].duration = 0;
|
|
}
|
|
}
|
|
|
|
if (this._hotkeys[event.keyCode])
|
|
{
|
|
this._hotkeys[event.keyCode].processKeyDown(event);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Process the keyup event.
|
|
* @method Phaser.Keyboard#processKeyUp
|
|
* @param {KeyboardEvent} event
|
|
* @protected
|
|
*/
|
|
processKeyUp: function (event) {
|
|
|
|
if (this.game.input.disabled || this.disabled)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this._capture[event.keyCode])
|
|
{
|
|
event.preventDefault();
|
|
}
|
|
|
|
if (this.onUpCallback)
|
|
{
|
|
this.onUpCallback.call(this.callbackContext, event);
|
|
}
|
|
|
|
if (this._hotkeys[event.keyCode])
|
|
{
|
|
this._hotkeys[event.keyCode].processKeyUp(event);
|
|
}
|
|
|
|
if (this._keys[event.keyCode])
|
|
{
|
|
this._keys[event.keyCode].isDown = false;
|
|
this._keys[event.keyCode].timeUp = this.game.time.now;
|
|
}
|
|
else
|
|
{
|
|
// Not used this key before, so register it
|
|
this._keys[event.keyCode] = {
|
|
isDown: false,
|
|
timeDown: this.game.time.now,
|
|
timeUp: this.game.time.now,
|
|
duration: 0
|
|
};
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Reset the "isDown" state of all keys.
|
|
* @method Phaser.Keyboard#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
for (var key in this._keys)
|
|
{
|
|
this._keys[key].isDown = false;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* 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)
|
|
* @method Phaser.Keyboard#justPressed
|
|
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
|
|
* @param {number} [duration=250] - The duration below which the key is considered as being just pressed.
|
|
* @return {boolean} True if the key is just pressed otherwise false.
|
|
*/
|
|
justPressed: function (keycode, duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
if (this._keys[keycode] && this._keys[keycode].isDown && this._keys[keycode].duration < duration)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* 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)
|
|
* @method Phaser.Keyboard#justReleased
|
|
* @param {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
|
|
* @param {number} [duration=250] - The duration below which the key is considered as being just released.
|
|
* @return {boolean} True if the key is just released otherwise false.
|
|
*/
|
|
justReleased: function (keycode, duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
if (this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* 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 {number} keycode - The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
|
|
* @return {boolean} True if the key is currently down.
|
|
*/
|
|
isDown: function (keycode) {
|
|
|
|
if (this._keys[keycode])
|
|
{
|
|
return this._keys[keycode].isDown;
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Keyboard.prototype.constructor = Phaser.Keyboard;
|
|
|
|
Phaser.Keyboard.A = "A".charCodeAt(0);
|
|
Phaser.Keyboard.B = "B".charCodeAt(0);
|
|
Phaser.Keyboard.C = "C".charCodeAt(0);
|
|
Phaser.Keyboard.D = "D".charCodeAt(0);
|
|
Phaser.Keyboard.E = "E".charCodeAt(0);
|
|
Phaser.Keyboard.F = "F".charCodeAt(0);
|
|
Phaser.Keyboard.G = "G".charCodeAt(0);
|
|
Phaser.Keyboard.H = "H".charCodeAt(0);
|
|
Phaser.Keyboard.I = "I".charCodeAt(0);
|
|
Phaser.Keyboard.J = "J".charCodeAt(0);
|
|
Phaser.Keyboard.K = "K".charCodeAt(0);
|
|
Phaser.Keyboard.L = "L".charCodeAt(0);
|
|
Phaser.Keyboard.M = "M".charCodeAt(0);
|
|
Phaser.Keyboard.N = "N".charCodeAt(0);
|
|
Phaser.Keyboard.O = "O".charCodeAt(0);
|
|
Phaser.Keyboard.P = "P".charCodeAt(0);
|
|
Phaser.Keyboard.Q = "Q".charCodeAt(0);
|
|
Phaser.Keyboard.R = "R".charCodeAt(0);
|
|
Phaser.Keyboard.S = "S".charCodeAt(0);
|
|
Phaser.Keyboard.T = "T".charCodeAt(0);
|
|
Phaser.Keyboard.U = "U".charCodeAt(0);
|
|
Phaser.Keyboard.V = "V".charCodeAt(0);
|
|
Phaser.Keyboard.W = "W".charCodeAt(0);
|
|
Phaser.Keyboard.X = "X".charCodeAt(0);
|
|
Phaser.Keyboard.Y = "Y".charCodeAt(0);
|
|
Phaser.Keyboard.Z = "Z".charCodeAt(0);
|
|
Phaser.Keyboard.ZERO = "0".charCodeAt(0);
|
|
Phaser.Keyboard.ONE = "1".charCodeAt(0);
|
|
Phaser.Keyboard.TWO = "2".charCodeAt(0);
|
|
Phaser.Keyboard.THREE = "3".charCodeAt(0);
|
|
Phaser.Keyboard.FOUR = "4".charCodeAt(0);
|
|
Phaser.Keyboard.FIVE = "5".charCodeAt(0);
|
|
Phaser.Keyboard.SIX = "6".charCodeAt(0);
|
|
Phaser.Keyboard.SEVEN = "7".charCodeAt(0);
|
|
Phaser.Keyboard.EIGHT = "8".charCodeAt(0);
|
|
Phaser.Keyboard.NINE = "9".charCodeAt(0);
|
|
Phaser.Keyboard.NUMPAD_0 = 96;
|
|
Phaser.Keyboard.NUMPAD_1 = 97;
|
|
Phaser.Keyboard.NUMPAD_2 = 98;
|
|
Phaser.Keyboard.NUMPAD_3 = 99;
|
|
Phaser.Keyboard.NUMPAD_4 = 100;
|
|
Phaser.Keyboard.NUMPAD_5 = 101;
|
|
Phaser.Keyboard.NUMPAD_6 = 102;
|
|
Phaser.Keyboard.NUMPAD_7 = 103;
|
|
Phaser.Keyboard.NUMPAD_8 = 104;
|
|
Phaser.Keyboard.NUMPAD_9 = 105;
|
|
Phaser.Keyboard.NUMPAD_MULTIPLY = 106;
|
|
Phaser.Keyboard.NUMPAD_ADD = 107;
|
|
Phaser.Keyboard.NUMPAD_ENTER = 108;
|
|
Phaser.Keyboard.NUMPAD_SUBTRACT = 109;
|
|
Phaser.Keyboard.NUMPAD_DECIMAL = 110;
|
|
Phaser.Keyboard.NUMPAD_DIVIDE = 111;
|
|
Phaser.Keyboard.F1 = 112;
|
|
Phaser.Keyboard.F2 = 113;
|
|
Phaser.Keyboard.F3 = 114;
|
|
Phaser.Keyboard.F4 = 115;
|
|
Phaser.Keyboard.F5 = 116;
|
|
Phaser.Keyboard.F6 = 117;
|
|
Phaser.Keyboard.F7 = 118;
|
|
Phaser.Keyboard.F8 = 119;
|
|
Phaser.Keyboard.F9 = 120;
|
|
Phaser.Keyboard.F10 = 121;
|
|
Phaser.Keyboard.F11 = 122;
|
|
Phaser.Keyboard.F12 = 123;
|
|
Phaser.Keyboard.F13 = 124;
|
|
Phaser.Keyboard.F14 = 125;
|
|
Phaser.Keyboard.F15 = 126;
|
|
Phaser.Keyboard.COLON = 186;
|
|
Phaser.Keyboard.EQUALS = 187;
|
|
Phaser.Keyboard.UNDERSCORE = 189;
|
|
Phaser.Keyboard.QUESTION_MARK = 191;
|
|
Phaser.Keyboard.TILDE = 192;
|
|
Phaser.Keyboard.OPEN_BRACKET = 219;
|
|
Phaser.Keyboard.BACKWARD_SLASH = 220;
|
|
Phaser.Keyboard.CLOSED_BRACKET = 221;
|
|
Phaser.Keyboard.QUOTES = 222;
|
|
Phaser.Keyboard.BACKSPACE = 8;
|
|
Phaser.Keyboard.TAB = 9;
|
|
Phaser.Keyboard.CLEAR = 12;
|
|
Phaser.Keyboard.ENTER = 13;
|
|
Phaser.Keyboard.SHIFT = 16;
|
|
Phaser.Keyboard.CONTROL = 17;
|
|
Phaser.Keyboard.ALT = 18;
|
|
Phaser.Keyboard.CAPS_LOCK = 20;
|
|
Phaser.Keyboard.ESC = 27;
|
|
Phaser.Keyboard.SPACEBAR = 32;
|
|
Phaser.Keyboard.PAGE_UP = 33;
|
|
Phaser.Keyboard.PAGE_DOWN = 34;
|
|
Phaser.Keyboard.END = 35;
|
|
Phaser.Keyboard.HOME = 36;
|
|
Phaser.Keyboard.LEFT = 37;
|
|
Phaser.Keyboard.UP = 38;
|
|
Phaser.Keyboard.RIGHT = 39;
|
|
Phaser.Keyboard.DOWN = 40;
|
|
Phaser.Keyboard.INSERT = 45;
|
|
Phaser.Keyboard.DELETE = 46;
|
|
Phaser.Keyboard.HELP = 47;
|
|
Phaser.Keyboard.NUM_LOCK = 144;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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