Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
                
            
            class Example extends Phaser.Scene { downKeyDebug; upKeyDebug; rightKeyDebug; leftKeyDebug; player; cursors; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('elephant', 'assets/sprites/elephant.png'); } create () { this.cursors = this.input.keyboard.createCursorKeys(); this.player = this.physics.add.image(400, 300, 'elephant'); this.player.setCollideWorldBounds(true); this.leftKeyDebug = this.add.text(10, 300, 'Left', { font: '16px Courier', fill: '#00ff00' }); this.rightKeyDebug = this.add.text(570, 300, 'Right', { font: '16px Courier', fill: '#00ff00' }); this.upKeyDebug = this.add.text(300, 10, 'Up', { font: '16px Courier', fill: '#00ff00' }); this.downKeyDebug = this.add.text(300, 530, 'Down', { font: '16px Courier', fill: '#00ff00' }); } update () { this.player.setVelocity(0); if (this.cursors.left.isDown) { this.player.setVelocityX(-300); } else if (this.cursors.right.isDown) { this.player.setVelocityX(300); } if (this.cursors.up.isDown) { this.player.setVelocityY(-300); } else if (this.cursors.down.isDown) { this.player.setVelocityY(300); } this.leftKeyDebug.setText([ `Left: ${this.cursors.left.isDown}`, `down: ${this.cursors.left.timeDown}`, `up: ${this.cursors.left.timeUp}`, `duration: ${(this.cursors.left.isDown) ? this.cursors.left.getDuration() : this.cursors.left.duration}` ]); this.rightKeyDebug.setText([ `Right: ${this.cursors.right.isDown}`, `down: ${this.cursors.right.timeDown}`, `up: ${this.cursors.right.timeUp}`, `duration: ${(this.cursors.right.isDown) ? this.cursors.right.getDuration() : this.cursors.right.duration}` ]); this.upKeyDebug.setText([ `Up: ${this.cursors.up.isDown}`, `down: ${this.cursors.up.timeDown}`, `up: ${this.cursors.up.timeUp}`, `duration: ${(this.cursors.up.isDown) ? this.cursors.up.getDuration() : this.cursors.up.duration}` ]); this.downKeyDebug.setText([ `Down: ${this.cursors.down.isDown}`, `down: ${this.cursors.down.timeDown}`, `up: ${this.cursors.down.timeUp}`, `duration: ${(this.cursors.down.isDown) ? this.cursors.down.getDuration() : this.cursors.down.duration}` ]); } } const config = { type: Phaser.AUTO, parent: 'phaser-example', backgroundColor: '#0072bc', width: 800, height: 600, physics: { default: 'arcade', arcade: { debug: true } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
    downKeyDebug;
    upKeyDebug;
    rightKeyDebug;
    leftKeyDebug;
    player;
    cursors;
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.image('elephant', 'assets/sprites/elephant.png');
    }
    create ()
    {
        this.cursors = this.input.keyboard.createCursorKeys();
        this.player = this.physics.add.image(400, 300, 'elephant');
        this.player.setCollideWorldBounds(true);
        this.leftKeyDebug = this.add.text(10, 300, 'Left', { font: '16px Courier', fill: '#00ff00' });
        this.rightKeyDebug = this.add.text(570, 300, 'Right', { font: '16px Courier', fill: '#00ff00' });
        this.upKeyDebug = this.add.text(300, 10, 'Up', { font: '16px Courier', fill: '#00ff00' });
        this.downKeyDebug = this.add.text(300, 530, 'Down', { font: '16px Courier', fill: '#00ff00' });
    }
    update ()
    {
        this.player.setVelocity(0);
        if (this.cursors.left.isDown)
        {
            this.player.setVelocityX(-300);
        }
        else if (this.cursors.right.isDown)
        {
            this.player.setVelocityX(300);
        }
        if (this.cursors.up.isDown)
        {
            this.player.setVelocityY(-300);
        }
        else if (this.cursors.down.isDown)
        {
            this.player.setVelocityY(300);
        }
        this.leftKeyDebug.setText([
            `Left: ${this.cursors.left.isDown}`,
            `down: ${this.cursors.left.timeDown}`,
            `up: ${this.cursors.left.timeUp}`,
            `duration: ${(this.cursors.left.isDown) ? this.cursors.left.getDuration() : this.cursors.left.duration}`
        ]);
        this.rightKeyDebug.setText([
            `Right: ${this.cursors.right.isDown}`,
            `down: ${this.cursors.right.timeDown}`,
            `up: ${this.cursors.right.timeUp}`,
            `duration: ${(this.cursors.right.isDown) ? this.cursors.right.getDuration() : this.cursors.right.duration}`
        ]);
        this.upKeyDebug.setText([
            `Up: ${this.cursors.up.isDown}`,
            `down: ${this.cursors.up.timeDown}`,
            `up: ${this.cursors.up.timeUp}`,
            `duration: ${(this.cursors.up.isDown) ? this.cursors.up.getDuration() : this.cursors.up.duration}`
        ]);
        this.downKeyDebug.setText([
            `Down: ${this.cursors.down.isDown}`,
            `down: ${this.cursors.down.timeDown}`,
            `up: ${this.cursors.down.timeUp}`,
            `duration: ${(this.cursors.down.isDown) ? this.cursors.down.getDuration() : this.cursors.down.duration}`
        ]);
    }
}
const config = {
    type: Phaser.AUTO,
    parent: 'phaser-example',
    backgroundColor: '#0072bc',
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            debug: true
        }
    },
    scene: Example
};
const game = new Phaser.Game(config);