mirror of
https://github.com/photonstorm/phaser
synced 2024-12-02 17:41:06 +00:00
823 lines
20 KiB
JavaScript
823 lines
20 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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 monitors keyboard input and dispatches keyboard events.
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*
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* _Note_: many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.
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* See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details.
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*
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* Also please be aware that certain browser extensions can disable or override Phaser keyboard handling.
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* For example the Chrome extension vimium is known to disable Phaser from using the D key. And there are others.
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* So please check your extensions before opening Phaser issues.
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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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* Keyboard input will only be processed if enabled.
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* @property {boolean} enabled
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* @default
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*/
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this.enabled = true;
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/**
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* @property {object} event - The most recent DOM event from keydown or keyup. This is updated every time a new key is pressed or released.
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*/
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this.event = null;
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/**
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* @property {object} pressEvent - The most recent DOM event from keypress.
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*/
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this.pressEvent = 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, including key repeats when a key is held down.
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*/
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this.onDownCallback = null;
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/**
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* @property {function} onPressCallback - This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys.
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*/
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this.onPressCallback = 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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* @property {array<Phaser.Key>} _keys - The array the Phaser.Key objects 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 {array} _capture - The array 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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* @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} _onKeyPress
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* @private
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* @default
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*/
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this._onKeyPress = 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 {number} _i - Internal cache var
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* @private
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*/
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this._i = 0;
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/**
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* @property {number} _k - Internal cache var
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* @private
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*/
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this._k = 0;
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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 released the callbacks are activated.
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*
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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=null] - 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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* @param {function} [onPress=null] - This callback is invoked every time the onkeypress event is raised.
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*/
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addCallbacks: function (context, onDown, onUp, onPress) {
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this.callbackContext = context;
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if (onDown !== undefined && onDown !== null)
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{
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this.onDownCallback = onDown;
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}
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if (onUp !== undefined && onUp !== null)
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{
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this.onUpCallback = onUp;
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}
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if (onPress !== undefined && onPress !== null)
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{
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this.onPressCallback = onPress;
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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 {integer} keycode - The {@link Phaser.KeyCode keycode} of the key.
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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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if (!this._keys[keycode])
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{
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this._keys[keycode] = new Phaser.Key(this.game, keycode);
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this.addKeyCapture(keycode);
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}
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return this._keys[keycode];
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},
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/**
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* A practical way to create an object containing user selected hotkeys.
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*
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* For example,
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*
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* addKeys( { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S, 'left': Phaser.KeyCode.A, 'right': Phaser.KeyCode.D } );
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*
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* would return an object containing properties (`up`, `down`, `left` and `right`) referring to {@link Phaser.Key} object.
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*
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* @method Phaser.Keyboard#addKeys
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* @param {object} keys - A key mapping object, i.e. `{ 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S }` or `{ 'up': 52, 'down': 53 }`.
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* @return {object} An object containing the properties mapped to {@link Phaser.Key} values.
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*/
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addKeys: function (keys) {
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var output = {};
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for (var key in keys)
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{
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output[key] = this.addKey(keys[key]);
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}
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return output;
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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 {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to remove.
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*/
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removeKey: function (keycode) {
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if (this._keys[keycode])
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{
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this._keys[keycode] = null;
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this.removeKeyCapture(keycode);
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}
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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` of {@link Phaser.Key} objects.
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*/
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createCursorKeys: function () {
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return this.addKeys({ 'up': Phaser.KeyCode.UP, 'down': Phaser.KeyCode.DOWN, 'left': Phaser.KeyCode.LEFT, 'right': Phaser.KeyCode.RIGHT });
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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 window.
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* This is called automatically by Phaser.Input and should not normally be invoked directly.
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*
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* @method Phaser.Keyboard#start
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* @protected
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*/
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start: function () {
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if (this.game.device.cocoonJS)
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{
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return;
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}
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if (this._onKeyDown !== null)
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{
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// Avoid setting multiple listeners
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return;
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}
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var _this = this;
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this._onKeyDown = function (event) {
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return _this.processKeyDown(event);
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};
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this._onKeyUp = function (event) {
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return _this.processKeyUp(event);
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};
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this._onKeyPress = function (event) {
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return _this.processKeyPress(event);
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};
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window.addEventListener('keydown', this._onKeyDown, false);
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window.addEventListener('keyup', this._onKeyUp, false);
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window.addEventListener('keypress', this._onKeyPress, false);
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},
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/**
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* Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.
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*
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* @method Phaser.Keyboard#stop
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*/
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stop: function () {
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window.removeEventListener('keydown', this._onKeyDown);
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window.removeEventListener('keyup', this._onKeyUp);
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window.removeEventListener('keypress', this._onKeyPress);
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this._onKeyDown = null;
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this._onKeyUp = null;
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this._onKeyPress = null;
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},
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/**
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* Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.
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* Also clears all key captures and currently created Key objects.
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*
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* @method Phaser.Keyboard#destroy
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*/
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destroy: function () {
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this.stop();
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this.clearCaptures();
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this._keys.length = 0;
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this._i = 0;
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},
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/**
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* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
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* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
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*
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* The `addKeyCapture` method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browser
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* and cause the default browser behavior.
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*
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* Pass in either a single keycode or an array/hash of keycodes.
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*
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* @method Phaser.Keyboard#addKeyCapture
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* @param {integer|integer[]|object} keycode - Either a single {@link Phaser.KeyCode keycode} or an array/hash of keycodes such as `[65, 67, 68]`.
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*/
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addKeyCapture: function (keycode) {
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if (typeof keycode === 'object')
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{
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for (var key in keycode)
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{
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this._capture[keycode[key]] = true;
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}
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}
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else
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{
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this._capture[keycode] = true;
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}
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},
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/**
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* Removes an existing key capture.
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*
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* @method Phaser.Keyboard#removeKeyCapture
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* @param {integer} keycode - The {@link Phaser.KeyCode keycode} to remove capturing of.
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*/
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removeKeyCapture: function (keycode) {
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delete this._capture[keycode];
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},
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/**
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* Clear all set key captures.
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*
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* @method Phaser.Keyboard#clearCaptures
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*/
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clearCaptures: function () {
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this._capture = {};
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},
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/**
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* Updates all currently defined keys.
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*
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* @method Phaser.Keyboard#update
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*/
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update: function () {
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this._i = this._keys.length;
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while (this._i--)
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{
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if (this._keys[this._i])
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{
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this._keys[this._i].update();
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}
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}
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},
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/**
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* Process the keydown event.
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*
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* @method Phaser.Keyboard#processKeyDown
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* @param {KeyboardEvent} event
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* @protected
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*/
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processKeyDown: function (event) {
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this.event = event;
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if (!this.game.input.enabled || !this.enabled)
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{
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return;
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}
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var key = event.keyCode;
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// The event is being captured but another hotkey may need it
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if (this._capture[key])
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{
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event.preventDefault();
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}
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if (!this._keys[key])
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{
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this._keys[key] = new Phaser.Key(this.game, key);
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}
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this._keys[key].processKeyDown(event);
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this._k = key;
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if (this.onDownCallback)
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{
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this.onDownCallback.call(this.callbackContext, event);
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}
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},
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/**
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* Process the keypress event.
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*
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* @method Phaser.Keyboard#processKeyPress
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* @param {KeyboardEvent} event
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* @protected
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*/
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processKeyPress: function (event) {
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this.pressEvent = event;
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if (!this.game.input.enabled || !this.enabled)
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{
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return;
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}
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if (this.onPressCallback)
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{
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this.onPressCallback.call(this.callbackContext, String.fromCharCode(event.charCode), event);
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}
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},
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/**
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* Process the keyup event.
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*
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* @method Phaser.Keyboard#processKeyUp
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* @param {KeyboardEvent} event
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* @protected
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*/
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processKeyUp: function (event) {
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this.event = event;
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if (!this.game.input.enabled || !this.enabled)
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{
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return;
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}
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var key = event.keyCode;
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if (this._capture[key])
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{
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event.preventDefault();
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}
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if (!this._keys[key])
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{
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this._keys[key] = new Phaser.Key(this.game, key);
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}
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this._keys[key].processKeyUp(event);
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if (this.onUpCallback)
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{
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this.onUpCallback.call(this.callbackContext, event);
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}
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},
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/**
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* Resets all Keys.
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*
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* @method Phaser.Keyboard#reset
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* @param {boolean} [hard=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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*/
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reset: function (hard) {
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if (hard === undefined) { hard = true; }
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this.event = null;
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var i = this._keys.length;
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while (i--)
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{
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if (this._keys[i])
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{
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this._keys[i].reset(hard);
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}
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}
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},
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/**
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* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
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* or was pressed down longer ago than then given duration.
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*
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* @method Phaser.Keyboard#downDuration
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* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.
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* @param {number} [duration=50] - The duration within which the key is considered as being just pressed. Given in ms.
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* @return {boolean} True if the key was pressed down within the given duration, false if not or null if the Key wasn't found.
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*/
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downDuration: function (keycode, duration) {
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if (this._keys[keycode])
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{
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return this._keys[keycode].downDuration(duration);
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}
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else
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{
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return null;
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}
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},
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/**
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* Returns `true` if the Key was pressed down within the `duration` value given, or `false` if it either isn't down,
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* or was pressed down longer ago than then given duration.
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*
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* @method Phaser.Keyboard#upDuration
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* @param {Phaser.KeyCode|integer} keycode - The keycode of the key to check, i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.
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* @param {number} [duration=50] - The duration within which the key is considered as being just released. Given in ms.
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* @return {boolean} True if the key was released within the given duration, false if not or null if the Key wasn't found.
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*/
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upDuration: function (keycode, duration) {
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if (this._keys[keycode])
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{
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return this._keys[keycode].upDuration(duration);
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}
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else
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{
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return null;
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}
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},
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/**
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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.
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*
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* @method Phaser.Keyboard#isDown
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* @param {integer} keycode - The {@link Phaser.KeyCode keycode} of the key to check: i.e. Phaser.KeyCode.UP or Phaser.KeyCode.SPACEBAR.
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* @return {boolean} True if the key is currently down, false if not or null if the Key wasn't found.
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*/
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isDown: function (keycode) {
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if (this._keys[keycode])
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{
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return this._keys[keycode].isDown;
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}
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else
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{
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return null;
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}
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}
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};
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/**
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* Returns the string value of the most recently pressed key.
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* @name Phaser.Keyboard#lastChar
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* @property {string} lastChar - The string value of the most recently pressed key.
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* @readonly
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*/
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Object.defineProperty(Phaser.Keyboard.prototype, "lastChar", {
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get: function () {
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if (this.event.charCode === 32)
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{
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return '';
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}
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else
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{
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return String.fromCharCode(this.pressEvent.charCode);
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}
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}
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});
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/**
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* Returns the most recently pressed Key. This is a Phaser.Key object and it changes every time a key is pressed.
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* @name Phaser.Keyboard#lastKey
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* @property {Phaser.Key} lastKey - The most recently pressed Key.
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* @readonly
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*/
|
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Object.defineProperty(Phaser.Keyboard.prototype, "lastKey", {
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get: function () {
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return this._keys[this._k];
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}
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|
|
});
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|
|
|
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];
|
|
}
|
|
}
|