Add Single Key

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    backgroundColor: '#0072bc',
    scene: {
        preload: preload,
        create: create,
        extend: {
            createSpeechBubble: createSpeechBubble
        }
    }
};

var game = new Phaser.Game(config);

function preload ()
{
        this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
    this.load.atlas('jellies', 'assets/atlas/jellies.png', 'assets/atlas/jellies.json');
}

function create ()
{
    var jelly1 = this.add.image(150, 400, 'jellies', 'WithShadow/Jelly1').setScale(0.5);
    var jelly2 = this.add.image(400, 400, 'jellies', 'WithShadow/Jelly2').setScale(0.5);
    var jelly3 = this.add.image(650, 400, 'jellies', 'WithShadow/Jelly3').setScale(0.5);

    var bubble1 = this.createSpeechBubble(20, 180, 220, 80, "Global Handler!");
    var bubble2 = this.createSpeechBubble(290, 180, 220, 80, "Global Key Code!");
    var bubble3 = this.createSpeechBubble(560, 180, 220, 80, "Local Handler!");

    bubble1.setVisible(false);
    bubble2.setVisible(false);
    bubble3.setVisible(false);

    this.add.text(10, 10, 'Press the SPACE BAR', { font: '16px Courier', fill: '#ffffff' }).setShadow(1, 1);

    var spaceKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);

    //  Phase 1: Key event.
    //  Emits only when the SPACE BAR is pressed down, and dispatches from the local Key object.
    //  You can call stopPropagation at this level, which will stop it reaching both listeners below.

    spaceKey.on('down', function (key, event) {

        // event.stopPropagation();

        bubble3.setVisible(true);

    });

    //  Phase 2: Global keydown + keycode handler.
    //  Emits only on the SPACE BAR keycode event, but dispatches globally.
    //  You can call stopPropagation at this level, which will stop it reaching the listener below.

    this.input.keyboard.on('keydown-SPACE', function (event) {

        event.stopPropagation();

        bubble2.setVisible(true);

    });

    //  Phase 3: Global keydown handler.
    //  Fires on ANY key press, so we need to check the keyCode internally.

    this.input.keyboard.on('keydown', function (event) {

        if (event.keyCode === Phaser.Input.Keyboard.KeyCodes.SPACE)
        {
            bubble1.setVisible(true);
        }

    });
}

function createSpeechBubble (x, y, width, height, quote)
{
    var bubbleWidth = width;
    var bubbleHeight = height;
    var bubblePadding = 10;
    var arrowHeight = bubbleHeight / 3;

    var bubble = this.add.graphics({ x: x, y: y });

    //  Bubble shadow
    bubble.fillStyle(0x222222, 0.5);
    bubble.fillRoundedRect(6, 6, bubbleWidth, bubbleHeight, 16);

    //  Bubble color
    bubble.fillStyle(0xffffff, 1);

    //  Bubble outline line style
    bubble.lineStyle(4, 0x565656, 1);

    //  Bubble shape and outline
    bubble.strokeRoundedRect(0, 0, bubbleWidth, bubbleHeight, 16);
    bubble.fillRoundedRect(0, 0, bubbleWidth, bubbleHeight, 16);

    //  Calculate arrow coordinates
    var point1X = Math.floor(bubbleWidth / 4);
    var point1Y = bubbleHeight;
    var point2X = Math.floor((bubbleWidth / 4) * 1.4);
    var point2Y = bubbleHeight;
    var point3X = Math.floor(bubbleWidth / 4);
    var point3Y = Math.floor(bubbleHeight + arrowHeight);

    //  Bubble arrow shadow
    bubble.lineStyle(4, 0x222222, 0.5);
    bubble.lineBetween(point2X - 1, point2Y + 6, point3X + 2, point3Y);

    //  Bubble arrow fill
    bubble.fillTriangle(point1X, point1Y, point2X, point2Y, point3X, point3Y);
    bubble.lineStyle(2, 0x565656, 1);
    bubble.lineBetween(point2X, point2Y, point3X, point3Y);
    bubble.lineBetween(point1X, point1Y, point3X, point3Y);

    var content = this.add.text(0, 0, quote, { fontFamily: 'Arial', fontSize: 20, color: '#000000', align: 'center', wordWrap: { width: bubbleWidth - (bubblePadding * 2) } });

    var b = content.getBounds();

    content.setPosition(bubble.x + (bubbleWidth / 2) - (b.width / 2), bubble.y + (bubbleHeight / 2) - (b.height / 2));

    var container = this.add.container();

    container.add([ bubble, content ]);

    return container;
}