new Keyboard(game)
The Keyboard class handles looking after keyboard input for your game. It will recognise and respond to key presses and dispatch the required events. Please be aware that lots of keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting. Full details here: http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/
Parameters:
| Name | Type | Description |
|---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
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Members
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callbackContext
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Properties:
Name Type Description callbackContextObject The context under which the callbacks are run.
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disabled
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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.
- Default Value:
- false
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Properties:
Name Type Description disabledboolean The disabled state of the Keyboard.
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event
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Properties:
Name Type Description eventObject 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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game
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Properties:
Name Type Description gamePhaser.Game Local reference to game.
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<readonly> lastChar
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Returns the string value of the most recently pressed key.
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Properties:
Name Type Description lastCharstring The string value of the most recently pressed key.
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<readonly> lastKey
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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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Properties:
Name Type Description lastKeyPhaser.Key The most recently pressed Key.
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onDownCallback
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Properties:
Name Type Description onDownCallbackfunction This callback is invoked every time a key is pressed down, including key repeats when a key is held down.
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onPressCallback
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Properties:
Name Type Description onPressCallbackfunction This callback is invoked every time a DOM onkeypress event is raised, which is only for printable keys.
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onUpCallback
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Properties:
Name Type Description onUpCallbackfunction This callback is invoked every time a key is released.
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pressEvent
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Properties:
Name Type Description pressEventObject The most recent DOM event from keypress.
Methods
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addCallbacks(context, onDown, onUp, onPress)
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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.
Parameters:
Name Type Argument Default Description contextObject The context under which the callbacks are run.
onDownfunction <optional>
null This callback is invoked every time a key is pressed down.
onUpfunction <optional>
null This callback is invoked every time a key is released.
onPressfunction <optional>
null This callback is invoked every time the onkeypress event is raised.
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addKey(keycode) → {Phaser.Key}
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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. The Key object can then be polled, have events attached to it, etc.
Parameters:
Name Type Description keycodenumber The keycode of the key, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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Returns:
The Key object which you can store locally and reference directly.
- Type
- Phaser.Key
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addKeyCapture(keycode)
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By default when a key is pressed Phaser will not stop the event from propagating up to the browser. There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll. You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser. Pass in either a single keycode or an array/hash of keycodes.
Parameters:
Name Type Description keycodenumber | array | object Either a single numeric keycode or an array/hash of keycodes: [65, 67, 68].
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clearCaptures()
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Clear all set key captures.
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createCursorKeys() → {object}
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Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right.
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Returns:
An object containing properties: up, down, left and right. Which can be polled like any other Phaser.Key object.
- Type
- object
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destroy()
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Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window. Also clears all key captures and currently created Key objects.
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isDown(keycode) → {boolean}
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Returns true of the key is currently pressed down. Note that it can only detect key presses on the web browser.
Parameters:
Name Type Description keycodenumber The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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Returns:
True if the key is currently down.
- Type
- boolean
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justPressed(keycode, duration) → {boolean}
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Returns the "just pressed" state of the key. Just pressed is considered true if the key was pressed down within the duration given (default 250ms)
Parameters:
Name Type Argument Default Description keycodenumber The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
durationnumber <optional>
50 The duration below which the key is considered as being just pressed.
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Returns:
True if the key is just pressed otherwise false.
- Type
- boolean
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justReleased(keycode, duration) → {boolean}
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Returns the "just released" state of the Key. Just released is considered as being true if the key was released within the duration given (default 250ms)
Parameters:
Name Type Argument Default Description keycodenumber The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
durationnumber <optional>
50 The duration below which the key is considered as being just released.
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Returns:
True if the key is just released otherwise false.
- Type
- boolean
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<protected> processKeyDown(event)
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Process the keydown event.
Parameters:
Name Type Description eventKeyboardEvent - Source:
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<protected> processKeyPress(event)
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Process the keypress event.
Parameters:
Name Type Description eventKeyboardEvent - Source:
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<protected> processKeyUp(event)
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Process the keyup event.
Parameters:
Name Type Description eventKeyboardEvent - Source:
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removeKey(keycode)
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Removes a Key object from the Keyboard manager.
Parameters:
Name Type Description keycodenumber The keycode of the key to remove, i.e. Phaser.Keyboard.UP or Phaser.Keyboard.SPACEBAR
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removeKeyCapture(keycode)
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Removes an existing key capture.
Parameters:
Name Type Description keycodenumber - Source:
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reset(hard)
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Resets all Keys.
Parameters:
Name Type Argument Default Description hardboolean <optional>
true A soft reset won't reset any events or callbacks that are bound to the Keys. A hard reset will.
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start()
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Starts the Keyboard event listeners running (keydown and keyup). They are attached to the window. This is called automatically by Phaser.Input and should not normally be invoked directly.
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stop()
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Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.
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update()
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Updates all currently defined keys.
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