KeyboardPlugin

Phaser.Input.Keyboard.KeyboardPlugin

The Keyboard Plugin is an input plugin that belongs to the Scene-owned Input system.

Its role is to listen for native DOM Keyboard Events and then process them.

You do not need to create this class directly, the Input system will create an instance of it automatically.

You can access it from within a Scene using this.input.keyboard. For example, you can do:

this.input.keyboard.on('keydown', callback, context);

Or, to listen for a specific key:

this.input.keyboard.on('keydown-A', callback, context);

You can also create Key objects, which you can then poll in your game loop:

var spaceBar = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);

If you have multiple parallel Scenes, each trying to get keyboard input, be sure to disable capture on them to stop them from stealing input from another Scene in the list. You can do this with this.input.keyboard.enabled = false within the Scene to stop all input, or this.input.keyboard.preventDefault = false to stop a Scene halting input on another Scene.

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 and use the site https://w3c.github.io/uievents/tools/key-event-viewer.html to test your n-key support in browser.

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, while EverNote disables the backtick key. And there are others. So, please check your extensions before opening Phaser issues about keys that don't work.

Constructor

new KeyboardPlugin(sceneInputPlugin)

Parameters

name

type

optional

description

sceneInputPlugin

Phaser.Input.InputPlugin

No

A reference to the Scene Input Plugin that the KeyboardPlugin belongs to.


Scope: static

Extends

Phaser.Events.EventEmitter

Source: src/input/keyboard/KeyboardPlugin.js#L21
Since: 3.10.0

Public Members

combos

combos: Array.<Phaser.Input.Keyboard.KeyCombo>

Description:

An array of KeyCombo objects to process.

Source: src/input/keyboard/KeyboardPlugin.js#L142
Since: 3.10.0


enabled

enabled: boolean

Description:

A boolean that controls if this Keyboard Plugin is enabled or not. Can be toggled on the fly.

Source: src/input/keyboard/KeyboardPlugin.js#L122
Since: 3.10.0


game

game: Phaser.Game

Description:

A reference to the core game, so we can listen for visibility events.

Source: src/input/keyboard/KeyboardPlugin.js#L77
Since: 3.16.0


keys

keys: Array.<Phaser.Input.Keyboard.Key>

Description:

An array of Key objects to process.

Source: src/input/keyboard/KeyboardPlugin.js#L133
Since: 3.10.0


manager

manager: Phaser.Input.Keyboard.KeyboardManager

Description:

A reference to the global Keyboard Manager.

Source: src/input/keyboard/KeyboardPlugin.js#L113
Since: 3.16.0


scene

scene: Phaser.Scene

Description:

A reference to the Scene that this Input Plugin is responsible for.

Source: src/input/keyboard/KeyboardPlugin.js#L86
Since: 3.10.0


sceneInputPlugin

sceneInputPlugin: Phaser.Input.InputPlugin

Description:

A reference to the Scene Input Plugin that created this Keyboard Plugin.

Source: src/input/keyboard/KeyboardPlugin.js#L104
Since: 3.10.0


settings

settings: Phaser.Types.Scenes.SettingsObject

Description:

A reference to the Scene Systems Settings.

Source: src/input/keyboard/KeyboardPlugin.js#L95
Since: 3.10.0


Private Members

prevCode

prevCode: string

Description:

Internal repeat key flag.

Access: private

Source: src/input/keyboard/KeyboardPlugin.js#L151
Since: 3.50.0


prevTime

prevTime: number

Description:

Internal repeat key flag.

Access: private

Source: src/input/keyboard/KeyboardPlugin.js#L161
Since: 3.50.0


prevType

prevType: string

Description:

Internal repeat key flag.

Access: private

Source: src/input/keyboard/KeyboardPlugin.js#L171
Since: 3.50.1


time

time: number

Description:

Internal time value.

Access: private

Source: src/input/keyboard/KeyboardPlugin.js#L927
Since: 3.11.0


Public Methods

addCapture

<instance> addCapture(keycode)

Description:

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.

This addCapture method enables consuming keyboard events for specific keys, so they don't bubble up the browser and cause the default behaviors.

Please note that keyboard captures are global. This means that if you call this method from within a Scene, to say prevent the SPACE BAR from triggering a page scroll, then it will prevent it for any Scene in your game, not just the calling one.

You can pass a single key code value:

this.input.keyboard.addCapture(62);

An array of key codes:

this.input.keyboard.addCapture([ 62, 63, 64 ]);

Or, a comma-delimited string:

this.input.keyboard.addCapture('W,S,A,D');

To use non-alpha numeric keys, use a string, such as 'UP', 'SPACE' or 'LEFT'.

You can also provide an array mixing both strings and key code integers.

Parameters:

name

type

optional

description

keycode

string | number

Array.<number>

Array.<any>

Returns: Phaser.Input.Keyboard.KeyboardPlugin - This KeyboardPlugin object.

Source: src/input/keyboard/KeyboardPlugin.js#L243
Since: 3.16.0


addKey

<instance> addKey(key, [enableCapture], [emitOnRepeat])

Description:

Adds a Key object to this Keyboard Plugin.

The given argument can be either an existing Key object, a string, such as A or SPACE, or a key code value.

If a Key object is given, and one already exists matching the same key code, the existing one is replaced with the new one.

Parameters:

name

type

optional

default

description

key

Phaser.Input.Keyboard.Key | string

number

No

enableCapture

boolean

Yes

true

Automatically call preventDefault on the native DOM browser event for the key codes being added.

emitOnRepeat

boolean

Yes

false

Controls if the Key will continuously emit a 'down' event while being held down (true), or emit the event just once (false, the default).

Returns: Phaser.Input.Keyboard.Key - The newly created Key object, or a reference to it if it already existed in the keys array.

Source: src/input/keyboard/KeyboardPlugin.js#L475
Since: 3.10.0


addKeys

<instance> addKeys(keys, [enableCapture], [emitOnRepeat])

Description:

A practical way to create an object containing user selected hotkeys.

For example:

this.input.keyboard.addKeys({ 'up': Phaser.Input.Keyboard.KeyCodes.W, 'down': Phaser.Input.Keyboard.KeyCodes.S });

would return an object containing the properties (up and down) mapped to W and S Phaser.Input.Keyboard.Key objects.

You can also pass in a comma-separated string:

this.input.keyboard.addKeys('W,S,A,D');

Which will return an object with the properties W, S, A and D mapped to the relevant Key objects.

To use non-alpha numeric keys, use a string, such as 'UP', 'SPACE' or 'LEFT'.

Parameters:

name

type

optional

default

description

keys

object | string

No

An object containing Key Codes, or a comma-separated string.

enableCapture

boolean

Yes

true

Automatically call preventDefault on the native DOM browser event for the key codes being added.

emitOnRepeat

boolean

Yes

false

Controls if the Key will continuously emit a 'down' event while being held down (true), or emit the event just once (false, the default).

Returns: object - An object containing Key objects mapped to the input properties.

Source: src/input/keyboard/KeyboardPlugin.js#L413
Since: 3.10.0


addListener

<instance> addListener(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - this.

Inherits: Phaser.Events.EventEmitter#addListener

Source: src/events/EventEmitter.js#L111
Since: 3.0.0


checkDown

<instance> checkDown(key, [duration])

Description:

Checks if the given Key object is currently being held down.

The difference between this method and checking the Key.isDown property directly is that you can provide a duration to this method. For example, if you wanted a key press to fire a bullet, but you only wanted it to be able to fire every 100ms, then you can call this method with a duration of 100 and it will only return true every 100ms.

If the Keyboard Plugin has been disabled, this method will always return false.

Parameters:

name

type

optional

default

description

key

Phaser.Input.Keyboard.Key

No

A Key object.

duration

number

Yes

0

The duration which must have elapsed before this Key is considered as being down.

Returns: boolean - true if the Key is down within the duration specified, otherwise false.

Source: src/input/keyboard/KeyboardPlugin.js#L687
Since: 3.11.0


clearCaptures

<instance> clearCaptures()

Description:

Removes all keyboard captures.

Note that this is a global change. It will clear all event captures across your game, not just for this specific Scene.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - This KeyboardPlugin object.

Source: src/input/keyboard/KeyboardPlugin.js#L376
Since: 3.16.0


createCombo

<instance> createCombo(keys, [config])

Description:

Creates a new KeyCombo.

A KeyCombo will listen for a specific string of keys from the Keyboard, and when it receives them it will emit a keycombomatch event from this Keyboard Plugin.

The keys to be listened for can be defined as:

A string (i.e. 'ATARI') An array of either integers (key codes) or strings, or a mixture of both An array of objects (such as Key objects) with a public 'keyCode' property

For example, to listen for the Konami code (up, up, down, down, left, right, left, right, b, a, enter) you could pass the following array of key codes:

this.input.keyboard.createCombo([ 38, 38, 40, 40, 37, 39, 37, 39, 66, 65, 13 ], { resetOnMatch: true });

this.input.keyboard.on('keycombomatch', function (event) {
    console.log('Konami Code entered!');
});

Or, to listen for the user entering the word PHASER:

this.input.keyboard.createCombo('PHASER');

Parameters:

name

type

optional

description

keys

string | Array.<number>

Array.<object>

No

config

Phaser.Types.Input.Keyboard.KeyComboConfig

Yes

A Key Combo configuration object.

Returns: Phaser.Input.Keyboard.KeyCombo - The new KeyCombo object.

Source: src/input/keyboard/KeyboardPlugin.js#L645
Since: 3.10.0


createCursorKeys

<instance> createCursorKeys()

Description:

Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right, and also Space Bar and shift.

Returns: Phaser.Types.Input.Keyboard.CursorKeys - An object containing the properties: up, down, left, right, space and shift.

Source: src/input/keyboard/KeyboardPlugin.js#L393
Since: 3.10.0


disableGlobalCapture

<instance> disableGlobalCapture()

Description:

Disables Phaser from preventing any key captures you may have defined, without actually removing them. You can use this to temporarily disable event capturing if, for example, you swap to a DOM element.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - This KeyboardPlugin object.

Source: src/input/keyboard/KeyboardPlugin.js#L360
Since: 3.16.0


emit

<instance> emit(event, [args])

Description:

Calls each of the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

args

*

Yes

Additional arguments that will be passed to the event handler.

Returns: boolean - true if the event had listeners, else false.

Inherits: Phaser.Events.EventEmitter#emit

Source: src/events/EventEmitter.js#L86
Since: 3.0.0


enableGlobalCapture

<instance> enableGlobalCapture()

Description:

Allows Phaser to prevent any key captures you may have defined from bubbling up the browser. You can use this to re-enable event capturing if you had paused it via disableGlobalCapture.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - This KeyboardPlugin object.

Source: src/input/keyboard/KeyboardPlugin.js#L344
Since: 3.16.0


eventNames

<instance> eventNames()

Description:

Return an array listing the events for which the emitter has registered listeners.

Returns: Array.<(string | symbol)> - undefined

Inherits: Phaser.Events.EventEmitter#eventNames

Source: src/events/EventEmitter.js#L55
Since: 3.0.0


getCaptures

<instance> getCaptures()

Description:

Returns an array that contains all of the keyboard captures currently enabled.

Returns: Array.<number> - An array of all the currently capturing key codes.

Source: src/input/keyboard/KeyboardPlugin.js#L331
Since: 3.16.0


isActive

<instance> isActive()

Description:

Checks to see if both this plugin and the Scene to which it belongs is active.

Returns: boolean - true if the plugin and the Scene it belongs to is active.

Source: src/input/keyboard/KeyboardPlugin.js#L230
Since: 3.10.0


listenerCount

<instance> listenerCount(event)

Description:

Return the number of listeners listening to a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: number - The number of listeners.

Inherits: Phaser.Events.EventEmitter#listenerCount

Source: src/events/EventEmitter.js#L75
Since: 3.0.0


listeners

<instance> listeners(event)

Description:

Return the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: Array.<function()> - The registered listeners.

Inherits: Phaser.Events.EventEmitter#listeners

Source: src/events/EventEmitter.js#L64
Since: 3.0.0


off

<instance> off(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - this.

Inherits: Phaser.Events.EventEmitter#off

Source: src/events/EventEmitter.js#L151
Since: 3.0.0


on

<instance> on(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - this.

Inherits: Phaser.Events.EventEmitter#on

Source: src/events/EventEmitter.js#L98
Since: 3.0.0


once

<instance> once(event, fn, [context])

Description:

Add a one-time listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - this.

Inherits: Phaser.Events.EventEmitter#once

Source: src/events/EventEmitter.js#L124
Since: 3.0.0


removeAllKeys

<instance> removeAllKeys([destroy], [removeCapture])

Description:

Removes all Key objects created by this Keyboard Plugin.

Parameters:

name

type

optional

default

description

destroy

boolean

Yes

false

Call Key.destroy on each removed Key object?

removeCapture

boolean

Yes

false

Remove all key captures for Key objects owened by this plugin?

Returns: Phaser.Input.Keyboard.KeyboardPlugin - This KeyboardPlugin object.

Source: src/input/keyboard/KeyboardPlugin.js#L604
Since: 3.24.0


removeAllListeners

<instance> removeAllListeners([event])

Description:

Remove all listeners, or those of the specified event.

Parameters:

name

type

optional

description

event

string | symbol

Yes

The event name.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - this.

Inherits: Phaser.Events.EventEmitter#removeAllListeners

Source: src/events/EventEmitter.js#L165
Since: 3.0.0


removeCapture

<instance> removeCapture(keycode)

Description:

Removes an existing key capture.

Please note that keyboard captures are global. This means that if you call this method from within a Scene, to remove the capture of a key, then it will remove it for any Scene in your game, not just the calling one.

You can pass a single key code value:

this.input.keyboard.removeCapture(62);

An array of key codes:

this.input.keyboard.removeCapture([ 62, 63, 64 ]);

Or, a comma-delimited string:

this.input.keyboard.removeCapture('W,S,A,D');

To use non-alpha numeric keys, use a string, such as 'UP', 'SPACE' or 'LEFT'.

You can also provide an array mixing both strings and key code integers.

Parameters:

name

type

optional

description

keycode

string | number

Array.<number>

Array.<any>

Returns: Phaser.Input.Keyboard.KeyboardPlugin - This KeyboardPlugin object.

Source: src/input/keyboard/KeyboardPlugin.js#L289
Since: 3.16.0


removeKey

<instance> removeKey(key, [destroy], [removeCapture])

Description:

Removes a Key object from this Keyboard Plugin.

The given argument can be either a Key object, a string, such as A or SPACE, or a key code value.

Parameters:

name

type

optional

default

description

key

Phaser.Input.Keyboard.Key | string

number

No

destroy

boolean

Yes

false

Call Key.destroy on the removed Key object?

removeCapture

boolean

Yes

false

Remove this Key from being captured? Only applies if set to capture when created.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - This KeyboardPlugin object.

Source: src/input/keyboard/KeyboardPlugin.js#L541
Since: 3.10.0


removeListener

<instance> removeListener(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - this.

Inherits: Phaser.Events.EventEmitter#removeListener

Source: src/events/EventEmitter.js#L137
Since: 3.0.0


resetKeys

<instance> resetKeys()

Description:

Resets all Key objects created by this Keyboard Plugin back to their default un-pressed states. This can only reset keys created via the addKey, addKeys or createCursorKeys methods. If you have created a Key object directly you'll need to reset it yourself.

This method is called automatically when the Keyboard Plugin shuts down, but can be invoked directly at any time you require.

Returns: Phaser.Input.Keyboard.KeyboardPlugin - This KeyboardPlugin object.

Source: src/input/keyboard/KeyboardPlugin.js#L840
Since: 3.15.0


Private Methods

boot

<instance> boot()

Description:

This method is called automatically, only once, when the Scene is first created. Do not invoke it directly.

Access: private

Source: src/input/keyboard/KeyboardPlugin.js#L185
Since: 3.10.0


destroy

<instance> destroy()

Description:

Destroys this Keyboard Plugin instance and all references it holds, plus clears out local arrays.

Access: private

Overrides: Phaser.Events.EventEmitter#destroy

Source: src/input/keyboard/KeyboardPlugin.js#L895
Since: 3.10.0


shutdown

<instance> shutdown()

Description:

Shuts this Keyboard Plugin down. This performs the following tasks:

1 - Removes all keys created by this Keyboard plugin. 2 - Stops and removes the keyboard event listeners. 3 - Clears out any pending requests in the queue, without processing them.

Access: private

Overrides: Phaser.Events.EventEmitter#shutdown

Source: src/input/keyboard/KeyboardPlugin.js#L869
Since: 3.10.0


start

<instance> start()

Description:

This method is called automatically by the Scene when it is starting up. It is responsible for creating local systems, properties and listening for Scene events. Do not invoke it directly.

Access: private

Source: src/input/keyboard/KeyboardPlugin.js#L209
Since: 3.10.0


update

<instance> update()

Description:

Internal update handler called by the Input Plugin, which is in turn invoked by the Game step.

Access: private

Source: src/input/keyboard/KeyboardPlugin.js#L724
Since: 3.10.0


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