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

game : Phaser.Game Local reference to game.

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

[readonly] lastKey : Phaser.Key

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

event : Object 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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Keyboard#reset()
  • References/Game Development/Phaser/Input/Keyboard

reset(hard) Resets all Keys. Parameters

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

onDownCallback : Function This callback is invoked every time a key is pressed down, including key repeats when a key is held down

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

callbackContext : Object The context under which the callbacks are run. Source

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

clearCaptures() Clear all set key captures. Source code:

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

removeKey(keycode) Removes a Key object from the Keyboard manager. Parameters

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

addKeyCapture(keycode) By default when a key is pressed Phaser will not stop the event from propagating up to the browser.There

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

addKeys(keys) → {object} A practical way to create an object containing user selected hotkeys.

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