Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
                
            
            class Example extends Phaser.Scene { 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', event => { console.log('Hello from the A Key!'); }); this.input.keyboard.on(Phaser.Events, event => { console.log(event.key); }); this.input.keyboard.on('keydown-SPACE', 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'}); } } const config = { type: Phaser.CANVAS, parent: 'phaser-example', scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
    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', event =>
        {
            console.log('Hello from the A Key!');
        });
        this.input.keyboard.on(Phaser.Events, event =>
        {
            console.log(event.key);
        });
        this.input.keyboard.on('keydown-SPACE', 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'});
    }
}
const config = {
    type: Phaser.CANVAS,
    parent: 'phaser-example',
    scene: Example
};
const game = new Phaser.Game(config);