How to use the phaser.Keyboard function in phaser

To help you get started, we’ve selected a few phaser examples, based on popular ways it is used in public projects.

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github SaFrMo / phaser-mario / index.js View on Github external
const width = opts.deadzone.width <= 1 ? this.game.width * opts.deadzone.width : opts.deadzone.width
                this.game.camera.deadzone = new Phaser.Rectangle( left, 0, width, this.game.height )
            }
        }

        // Set up speed and force values
        this.xSpeed = opts.speed || 350
        this.jumpForce = opts.jump || -250
        this.totalJumps = opts.hasOwnProperty('jumps') ? opts.jumps : 1
        this.currentJump = 0

        // Set up controls
        if( opts.hasOwnProperty('controls') && opts.controls ){

            this.cursors = this.game.input.keyboard.createCursorKeys()
            this.jumpButton = this.game.input.keyboard.addKey( Phaser.Keyboard.SPACEBAR )

            // Jump
            this.jumpButton.onDown.add( function(){ this.jump() }, this )

        }

        // Set up where the sprite is facing
        this.facing = 1

    }
github giongto35 / gowog / client / src / states / Game.js View on Github external
this.game.world.setBounds(0, 0, 19200, 19200);

    // Create leaderboard
    this.leaderboard = new Leaderboard({
      game: this.game,
      x: 100,
      y: 10,
      width: 30,
      height: 100,
    });
    this.leaderboard.fixedToCamera = true;
    this.uiLayer.add(this.leaderboard);

    this.cursors = this.game.input.keyboard.createCursorKeys();
    this.wasd = {
      left: this.game.input.keyboard.addKey(Phaser.Keyboard.A),
      right: this.game.input.keyboard.addKey(Phaser.Keyboard.D),
      up: this.game.input.keyboard.addKey(Phaser.Keyboard.W),
      down: this.game.input.keyboard.addKey(Phaser.Keyboard.S)
    };

    this.cntSeqNum = 0;
    this.pending_inputs = [];
    var emitter = this.game.add.emitter(200, 200, 200);

    this.uiLayer.add(emitter);
    this.setupEvent(this.socket, this);
  }
github liip / liip10yearsgame / src / states / GameOver.js View on Github external
init(action, finalScore, highScore) {
		if(this.game.device.desktop) {
			this.jumpInput = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR)
		} else {
			this.jumpInput = this.game.input.pointer1
		}
		this.action = action
		this.finalScore = finalScore
		this.highScore = highScore
	}
github liip / liip10yearsgame / src / states / Game.js View on Github external
init() {
		this.game.sound.mute = this.loadSoundMuteState()
		this.skipIntro = this.loadSkipIntro()
		if(this.game.device.desktop) {
			this.jumpInput = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR)
		} else {
			this.jumpInput = this.game.input.pointer1
		}
		this.initialOrientation = this.game.scale.isLandscape ? 'landscape' : 'portrait'
	}
github eoinmcg / dorksquad / src / states / Title.js View on Github external
this.p1.anchor.setTo(0.5, 0.5)
    this.p1.frame = 2
    this.p2 = this.game.add.sprite(this.game.world.centerX, 130, 'text')
    this.p2.anchor.setTo(0.5, 0.5)
    this.p2.frame = 3
    this.credits = this.game.add.sprite(this.game.world.centerX, 140, 'text')
    this.credits.anchor.setTo(0.5, 0.5)
    this.credits.frame = 4
    this.help = this.game.add.sprite(this.game.world.centerX, 150, 'text')
    this.help.anchor.setTo(0.5, 0.5)
    this.help.frame = 5

    this.keys = {
      k1: this.game.input.keyboard.addKey(Phaser.Keyboard.ONE),
      k2: this.game.input.keyboard.addKey(Phaser.Keyboard.TWO),
      c: this.game.input.keyboard.addKey(Phaser.Keyboard.C),
      h: this.game.input.keyboard.addKey(Phaser.Keyboard.H)
    }
  }
github eoinmcg / dorksquad / src / states / Title.js View on Github external
create () {
    const world = this.game.world
    this.startTime = new Date().getTime()
    this.tune.play()
    this.tick = 0
    this.game.input.gamepad.start()
    this.pad = this.game.input.gamepad.pad1
    this.pa2 = this.game.input.gamepad.pad2
    this.spaceKey = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR)
    this.logo = this.game.add.sprite(world.centerX, world.centerY - 50, 'logo')
    this.logo.anchor.setTo(0.5, 0.5)

    this.text = this.game.add.sprite(this.game.world.centerX, 180, 'text')
    this.text.anchor.setTo(0.5, 0.5)
    this.text.frame = 0

    this.p1 = this.game.add.sprite(this.game.world.centerX, 120, 'text')
    this.p1.anchor.setTo(0.5, 0.5)
    this.p1.frame = 2
    this.p2 = this.game.add.sprite(this.game.world.centerX, 130, 'text')
    this.p2.anchor.setTo(0.5, 0.5)
    this.p2.frame = 3
    this.credits = this.game.add.sprite(this.game.world.centerX, 140, 'text')
    this.credits.anchor.setTo(0.5, 0.5)
    this.credits.frame = 4
github liip / liip10yearsgame / src / objects / Keyboard.js View on Github external
static addKeyboard(game) {
        return game.device.desktop
            ? [
                game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR),
                game.input.keyboard.addKey(Phaser.Keyboard.UP)
            ]
            : [game.input.pointer1]
    }
github eoinmcg / dorksquad / src / sprites / Dude.js View on Github external
this.animations.add('left', anims.left, 10, true)
    this.animations.add('right', anims.right, 10, true)
    this.animations.add('up', anims.up, 10, true)
    this.animations.add('down', anims.down, 10, true)
    this.animations.play('idle')
    this.vx = 1
    this.vy = 0
    this.facing = { x: this.vx, y: this.vy }
    this.dir = 'left'
    this.bulletDelay = 2

    this.game.input.gamepad.start()
    if (this.name === 'dude') {
      this.pad = this.game.input.gamepad['pad1']
      this.keys = {
        shoot: this.game.input.keyboard.addKey(Phaser.Keyboard.SHIFT),
        up: this.game.input.keyboard.addKey(Phaser.Keyboard.UP),
        down: this.game.input.keyboard.addKey(Phaser.Keyboard.DOWN),
        left: this.game.input.keyboard.addKey(Phaser.Keyboard.LEFT),
        right: this.game.input.keyboard.addKey(Phaser.Keyboard.RIGHT)
      }
    } else {
      this.pad = this.game.input.gamepad['pad2']
      this.keys = {
        shoot: this.game.input.keyboard.addKey(Phaser.Keyboard.R),
        up: this.game.input.keyboard.addKey(Phaser.Keyboard.W),
        down: this.game.input.keyboard.addKey(Phaser.Keyboard.S),
        left: this.game.input.keyboard.addKey(Phaser.Keyboard.A),
        right: this.game.input.keyboard.addKey(Phaser.Keyboard.D)
      }
    }
  }
github mattbgold / phaser-tbs / src / controllers / shared / input / controller.ts View on Github external
create() {
		this._game.input.mouse.capture = true;
		
		this._keyMap = {};
		for(let inputEvent in InputEvent) {
			let keyEvent = parseInt(inputEvent);
			let key = this._config.keyConfig[InputEvent[keyEvent]];
			if(!!key) {
				this._keyMap[keyEvent] = this._initKey(Phaser.Keyboard[key]);
			}
		}
	}
github eoinmcg / dorksquad / src / sprites / Dude.js View on Github external
this.animations.add('down', anims.down, 10, true)
    this.animations.play('idle')
    this.vx = 1
    this.vy = 0
    this.facing = { x: this.vx, y: this.vy }
    this.dir = 'left'
    this.bulletDelay = 2

    this.game.input.gamepad.start()
    if (this.name === 'dude') {
      this.pad = this.game.input.gamepad['pad1']
      this.keys = {
        shoot: this.game.input.keyboard.addKey(Phaser.Keyboard.SHIFT),
        up: this.game.input.keyboard.addKey(Phaser.Keyboard.UP),
        down: this.game.input.keyboard.addKey(Phaser.Keyboard.DOWN),
        left: this.game.input.keyboard.addKey(Phaser.Keyboard.LEFT),
        right: this.game.input.keyboard.addKey(Phaser.Keyboard.RIGHT)
      }
    } else {
      this.pad = this.game.input.gamepad['pad2']
      this.keys = {
        shoot: this.game.input.keyboard.addKey(Phaser.Keyboard.R),
        up: this.game.input.keyboard.addKey(Phaser.Keyboard.W),
        down: this.game.input.keyboard.addKey(Phaser.Keyboard.S),
        left: this.game.input.keyboard.addKey(Phaser.Keyboard.A),
        right: this.game.input.keyboard.addKey(Phaser.Keyboard.D)
      }
    }
  }