The Keyboard Manager is a helper class that belongs to the global Input Manager.
Its role is to listen for native DOM Keyboard Events and then store them for further processing by the Keyboard Plugin.
You do not need to create this class directly, the Input Manager will create an instance of it automatically if keyboard input has been enabled in the Game Config.
new KeyboardManager(inputManager)
name | type | description |
---|---|---|
inputManager | Phaser.Input.InputManager |
A reference to the Input Manager. |
An array of Key Code values that will automatically have preventDefault
called on them,
as long as the KeyboardManager.preventDefault
boolean is set to true
.
By default the array is empty.
The key must be non-modified when pressed in order to be captured.
A non-modified key is one that doesn't have a modifier key held down with it. The modifier keys are shift, control, alt and the meta key (Command on a Mac, the Windows Key on Windows). Therefore, if the user presses shift + r, it won't prevent this combination, because of the modifier. However, if the user presses just the r key on its own, it will have its event prevented.
If you wish to stop capturing the keys, for example switching out to a DOM based element, then
you can toggle the KeyboardManager.preventDefault
boolean at run-time.
If you need more specific control, you can create Key objects and set the flag on each of those instead.
This array can be populated via the Game Config by setting the input.keyboard.capture
array, or you
can call the addCapture
method. See also removeCapture
and clearCaptures
.
A boolean that controls if the Keyboard Manager is enabled or not. Can be toggled on the fly.
The Key Down Event handler.
This function is sent the native DOM KeyEvent.
Initially empty and bound in the startListeners
method.
The Key Up Event handler.
This function is sent the native DOM KeyEvent.
Initially empty and bound in the startListeners
method.
A flag that controls if the non-modified keys, matching those stored in the captures
array,
have preventDefault
called on them or not.
A non-modified key is one that doesn't have a modifier key held down with it. The modifier keys are shift, control, alt and the meta key (Command on a Mac, the Windows Key on Windows). Therefore, if the user presses shift + r, it won't prevent this combination, because of the modifier. However, if the user presses just the r key on its own, it will have its event prevented.
If you wish to stop capturing the keys, for example switching out to a DOM based element, then you can toggle this property at run-time.
The Keyboard Event target, as defined in the Game Config. Typically the window in which the game is rendering, but can be any interactive DOM element.
By default when a key is pressed Phaser will not stop the event from propagating up to the browser. There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
This addCapture
method enables consuming keyboard event for specific keys so it doesn't bubble up to the the browser
and cause the default browser behavior.
Please note that keyboard captures are global. This means that if you call this method from within a Scene, to say prevent the SPACE BAR from triggering a page scroll, then it will prevent it for any Scene in your game, not just the calling one.
You can pass in a single key code value, or an array of key codes, or a string:
this.input.keyboard.addCapture(62);
An array of key codes:
this.input.keyboard.addCapture([ 62, 63, 64 ]);
Or a string:
this.input.keyboard.addCapture('W,S,A,D');
To use non-alpha numeric keys, use a string, such as 'UP', 'SPACE' or 'LEFT'.
You can also provide an array mixing both strings and key code integers.
If there are active captures after calling this method, the preventDefault
property is set to true
.
name | type | description |
---|---|---|
keycode | string | number | Array.<number> | Array.<any> |
The Key Codes to enable capture for, preventing them reaching the browser. |
Removes all keyboard captures and sets the preventDefault
property to false
.
Destroys this Keyboard Manager instance.
Removes an existing key capture.
Please note that keyboard captures are global. This means that if you call this method from within a Scene, to remove the capture of a key, then it will remove it for any Scene in your game, not just the calling one.
You can pass in a single key code value, or an array of key codes, or a string:
this.input.keyboard.removeCapture(62);
An array of key codes:
this.input.keyboard.removeCapture([ 62, 63, 64 ]);
Or a string:
this.input.keyboard.removeCapture('W,S,A,D');
To use non-alpha numeric keys, use a string, such as 'UP', 'SPACE' or 'LEFT'.
You can also provide an array mixing both strings and key code integers.
If there are no captures left after calling this method, the preventDefault
property is set to false
.
name | type | description |
---|---|---|
keycode | string | number | Array.<number> | Array.<any> |
The Key Codes to disable capture for, allowing them reaching the browser again. |
Starts the Keyboard Event listeners running. This is called automatically and does not need to be manually invoked.
Stops the Key Event listeners. This is called automatically and does not need to be manually invoked.