Keyboard#Keyboard
  • References/Game Development/Phaser/Input/Keyboard

new Keyboard(game) The Keyboard class monitors keyboard input and dispatches keyboard events. Note: many keyboards are

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Keyboard#update()
  • References/Game Development/Phaser/Input/Keyboard

update() Updates all currently defined keys. Source code:

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Keyboard#stop()
  • References/Game Development/Phaser/Input/Keyboard

stop() Stops the Keyboard event listeners from running (keydown, keyup and keypress). They are removed from the window.

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Keyboard#onUpCallback
  • References/Game Development/Phaser/Input/Keyboard

onUpCallback : Function This callback is invoked every time a key is released. Source

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Keyboard#addCallbacks()
  • References/Game Development/Phaser/Input/Keyboard

addCallbacks(context, onDown, onUp, onPress)

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Keyboard#upDuration()
  • References/Game Development/Phaser/Input/Keyboard

upDuration(keycode, duration) → {boolean} Returns true

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Keyboard#removeKeyCapture()
  • References/Game Development/Phaser/Input/Keyboard

removeKeyCapture(keycode) Removes an existing key capture. Parameters

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Keyboard#isDown()
  • References/Game Development/Phaser/Input/Keyboard

isDown(keycode) → {boolean} Returns true of the key is currently pressed down. Note that it can

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Keyboard#pressEvent
  • References/Game Development/Phaser/Input/Keyboard

pressEvent : Object The most recent DOM event from keypress. Source code:

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Keyboard#destroy()
  • References/Game Development/Phaser/Input/Keyboard

destroy() Stops the Keyboard event listeners from running (keydown and keyup). They are removed from the window.Also clears all

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