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'});
}
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'});
}