Keydown

class Example extends Phaser.Scene
{
    BKey;

    create ()
    {
        //  Global event listener, catches all keys

        //  Receives every single key down event, regardless of type

        this.input.keyboard.on('keydown', event =>
        {

            console.dir(event);

        });

        //  Hook to a specific key without creating a new Key object (in this case the A key)

        this.input.keyboard.on('keydown-A', event =>
        {

            console.log('Hello from the A Key!');

        });

        this.input.keyboard.on('keyup-RIGHT', event =>
        {

            console.log('right up!');

        });

        //  Fire only once on a specific key up event (in this case the S key)

        this.input.keyboard.on('keyup-S', function (event)
        {

            console.log('Keyboard Events Stopped');

            this.input.keyboard.stopListeners();

        }, this);

        //  Create a Key object we can poll directly in a tight loop

        this.BKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.B);
    }

    update ()
    {
        if (this.BKey.isDown)
        {
            console.log('B!');
        }
    }
}

const config = {
    type: Phaser.AUTO,
    parent: 'phaser-example',
    input: {
        queue: true
    },
    scene: Example
};

const game = new Phaser.Game(config);