var config = { type: Phaser.CANVAS, parent: 'phaser-example', scene: { create: create } }; var game = new Phaser.Game(config); function create() { // Listen for a specific key (in this case the A key.) // This works without creating a new Key object, and is especially useful for 'once' calls. // For game input (i.e. player controls) you should use Key objects instead. this.input.keyboard.on('keydown-A', function (event) { console.log('Hello from the A Key!'); }); this.input.keyboard.on('keydown', function (event) { console.log(event.key); }); this.input.keyboard.on('keydown-SPACE', function (event) { console.log('Hello from the Space Bar!'); }); this.input.keyboard.addCapture('SPACE'); this.add.text(10, 10, 'Press any button and see the console', {fontSize: '20px'}); }
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var config = { type: Phaser.CANVAS, parent: 'phaser-example', scene: { create: create } }; var game = new Phaser.Game(config); function create() { // Listen for a specific key (in this case the A key.) // This works without creating a new Key object, and is especially useful for 'once' calls. // For game input (i.e. player controls) you should use Key objects instead. this.input.keyboard.on('keydown-A', function (event) { console.log('Hello from the A Key!'); }); this.input.keyboard.on('keydown', function (event) { console.log(event.key); }); this.input.keyboard.on('keydown-SPACE', function (event) { console.log('Hello from the Space Bar!'); }); this.input.keyboard.addCapture('SPACE'); this.add.text(10, 10, 'Press any button and see the console', {fontSize: '20px'}); }