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            var config = { type: Phaser.CANVAS, parent: 'phaser-example', scene: { create: create } }; var game = new Phaser.Game(config); function create() { // Listen for a specific key (in this case the A key.) // This works without creating a new Key object, and is especially useful for 'once' calls. // For game input (i.e. player controls) you should use Key objects instead. this.input.keyboard.on('keydown-A', function (event) { console.log('Hello from the A Key!'); }); this.input.keyboard.on('keydown', function (event) { console.log(event.key); }); this.input.keyboard.on('keydown-SPACE', function (event) { console.log('Hello from the Space Bar!'); }); this.input.keyboard.addCapture('SPACE'); this.add.text(10, 10, 'Press any button and see the console', {fontSize: '20px'}); }
var config = {
    type: Phaser.CANVAS,
    parent: 'phaser-example',
    scene: {
        create: create
    }
};
var game = new Phaser.Game(config);
function create() {
    //  Listen for a specific key (in this case the A key.)
    //  This works without creating a new Key object, and is especially useful for 'once' calls.
    //  For game input (i.e. player controls) you should use Key objects instead.
    this.input.keyboard.on('keydown-A', function (event) {
        console.log('Hello from the A Key!');
    });
    this.input.keyboard.on('keydown', function (event) {
        console.log(event.key);
    });
    this.input.keyboard.on('keydown-SPACE', function (event) {
        console.log('Hello from the Space Bar!');
    });
    this.input.keyboard.addCapture('SPACE');
    this.add.text(10, 10, 'Press any button and see the console', {fontSize: '20px'});
}