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Farewell TypeScript, see you on the other side.
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Keyboard
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*
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* The Keyboard class handles keyboard interactions with the game and the resulting events.
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* The avoid stealing all browser input we don't use event.preventDefault. If you would like to trap a specific key however
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* then use the addKeyCapture() method.
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*/
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var Phaser;
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(function (Phaser) {
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var Keyboard = (function () {
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function Keyboard(game) {
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this._keys = {
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};
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this._capture = {
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};
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/**
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* You can disable all Input by setting disabled = true. While set all new input related events will be ignored.
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* @type {bool}
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*/
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this.disabled = false;
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this.game = game;
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}
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Keyboard.prototype.start = function () {
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var _this = this;
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this._onKeyDown = function (event) {
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return _this.onKeyDown(event);
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};
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this._onKeyUp = function (event) {
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return _this.onKeyUp(event);
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};
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document.body.addEventListener('keydown', this._onKeyDown, false);
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document.body.addEventListener('keyup', this._onKeyUp, false);
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};
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Keyboard.prototype.stop = function () {
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document.body.removeEventListener('keydown', this._onKeyDown);
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document.body.removeEventListener('keyup', this._onKeyUp);
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};
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Keyboard.prototype.addKeyCapture = /**
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* By default when a key is pressed Phaser will not stop the event from propagating up to the browser.
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* There are some keys this can be annoying for, like the arrow keys or space bar, which make the browser window scroll.
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* You can use addKeyCapture to consume the keyboard event for specific keys so it doesn't bubble up to the the browser.
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* Pass in either a single keycode or an array of keycodes.
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* @param {Any} keycode
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*/
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function (keycode) {
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if(typeof keycode === 'object') {
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for(var i = 0; i < keycode.length; i++) {
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this._capture[keycode[i]] = true;
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}
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} else {
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this._capture[keycode] = true;
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}
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};
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Keyboard.prototype.removeKeyCapture = /**
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* @param {Number} keycode
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*/
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function (keycode) {
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delete this._capture[keycode];
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};
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Keyboard.prototype.clearCaptures = function () {
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this._capture = {
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};
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};
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Keyboard.prototype.onKeyDown = /**
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* @param {KeyboardEvent} event
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*/
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function (event) {
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if(this.game.input.disabled || this.disabled) {
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return;
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}
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if(this._capture[event.keyCode]) {
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event.preventDefault();
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}
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if(!this._keys[event.keyCode]) {
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this._keys[event.keyCode] = {
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isDown: true,
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timeDown: this.game.time.now,
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timeUp: 0
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};
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} else {
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this._keys[event.keyCode].isDown = true;
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this._keys[event.keyCode].timeDown = this.game.time.now;
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}
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};
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Keyboard.prototype.onKeyUp = /**
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* @param {KeyboardEvent} event
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*/
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function (event) {
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if(this.game.input.disabled || this.disabled) {
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return;
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}
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if(this._capture[event.keyCode]) {
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event.preventDefault();
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}
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if(!this._keys[event.keyCode]) {
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this._keys[event.keyCode] = {
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isDown: false,
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timeDown: 0,
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timeUp: this.game.time.now
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};
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} else {
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this._keys[event.keyCode].isDown = false;
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this._keys[event.keyCode].timeUp = this.game.time.now;
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}
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};
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Keyboard.prototype.reset = function () {
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for(var key in this._keys) {
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this._keys[key].isDown = false;
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}
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};
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Keyboard.prototype.justPressed = /**
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* @param {Number} keycode
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* @param {Number} [duration]
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* @return {bool}
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*/
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function (keycode, duration) {
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if (typeof duration === "undefined") { duration = 250; }
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if(this._keys[keycode] && this._keys[keycode].isDown === true && (this.game.time.now - this._keys[keycode].timeDown < duration)) {
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return true;
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} else {
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return false;
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}
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};
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Keyboard.prototype.justReleased = /**
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* @param {Number} keycode
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* @param {Number} [duration]
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* @return {bool}
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*/
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function (keycode, duration) {
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if (typeof duration === "undefined") { duration = 250; }
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if(this._keys[keycode] && this._keys[keycode].isDown === false && (this.game.time.now - this._keys[keycode].timeUp < duration)) {
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return true;
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} else {
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return false;
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}
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};
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Keyboard.prototype.isDown = /**
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* @param {Number} keycode
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* @return {bool}
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*/
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function (keycode) {
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if(this._keys[keycode]) {
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return this._keys[keycode].isDown;
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} else {
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return false;
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}
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};
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Keyboard.A = "A".charCodeAt(0);
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Keyboard.B = "B".charCodeAt(0);
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Keyboard.C = "C".charCodeAt(0);
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Keyboard.D = "D".charCodeAt(0);
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Keyboard.E = "E".charCodeAt(0);
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Keyboard.F = "F".charCodeAt(0);
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Keyboard.G = "G".charCodeAt(0);
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Keyboard.H = "H".charCodeAt(0);
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Keyboard.I = "I".charCodeAt(0);
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Keyboard.J = "J".charCodeAt(0);
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Keyboard.K = "K".charCodeAt(0);
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Keyboard.L = "L".charCodeAt(0);
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Keyboard.M = "M".charCodeAt(0);
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Keyboard.N = "N".charCodeAt(0);
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Keyboard.O = "O".charCodeAt(0);
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Keyboard.P = "P".charCodeAt(0);
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Keyboard.Q = "Q".charCodeAt(0);
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Keyboard.R = "R".charCodeAt(0);
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Keyboard.S = "S".charCodeAt(0);
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Keyboard.T = "T".charCodeAt(0);
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Keyboard.U = "U".charCodeAt(0);
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Keyboard.V = "V".charCodeAt(0);
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Keyboard.W = "W".charCodeAt(0);
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Keyboard.X = "X".charCodeAt(0);
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Keyboard.Y = "Y".charCodeAt(0);
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Keyboard.Z = "Z".charCodeAt(0);
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Keyboard.ZERO = "0".charCodeAt(0);
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Keyboard.ONE = "1".charCodeAt(0);
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Keyboard.TWO = "2".charCodeAt(0);
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Keyboard.THREE = "3".charCodeAt(0);
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Keyboard.FOUR = "4".charCodeAt(0);
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Keyboard.FIVE = "5".charCodeAt(0);
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Keyboard.SIX = "6".charCodeAt(0);
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Keyboard.SEVEN = "7".charCodeAt(0);
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Keyboard.EIGHT = "8".charCodeAt(0);
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Keyboard.NINE = "9".charCodeAt(0);
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Keyboard.NUMPAD_0 = 96;
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Keyboard.NUMPAD_1 = 97;
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Keyboard.NUMPAD_2 = 98;
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Keyboard.NUMPAD_3 = 99;
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Keyboard.NUMPAD_4 = 100;
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Keyboard.NUMPAD_5 = 101;
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Keyboard.NUMPAD_6 = 102;
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Keyboard.NUMPAD_7 = 103;
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Keyboard.NUMPAD_8 = 104;
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Keyboard.NUMPAD_9 = 105;
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Keyboard.NUMPAD_MULTIPLY = 106;
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Keyboard.NUMPAD_ADD = 107;
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Keyboard.NUMPAD_ENTER = 108;
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Keyboard.NUMPAD_SUBTRACT = 109;
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Keyboard.NUMPAD_DECIMAL = 110;
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Keyboard.NUMPAD_DIVIDE = 111;
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Keyboard.F1 = 112;
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Keyboard.F2 = 113;
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Keyboard.F3 = 114;
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Keyboard.F4 = 115;
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Keyboard.F5 = 116;
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Keyboard.F6 = 117;
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Keyboard.F7 = 118;
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Keyboard.F8 = 119;
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Keyboard.F9 = 120;
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Keyboard.F10 = 121;
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Keyboard.F11 = 122;
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Keyboard.F12 = 123;
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Keyboard.F13 = 124;
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Keyboard.F14 = 125;
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Keyboard.F15 = 126;
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Keyboard.COLON = 186;
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Keyboard.EQUALS = 187;
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Keyboard.UNDERSCORE = 189;
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Keyboard.QUESTION_MARK = 191;
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Keyboard.TILDE = 192;
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Keyboard.OPEN_BRACKET = 219;
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Keyboard.BACKWARD_SLASH = 220;
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Keyboard.CLOSED_BRACKET = 221;
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Keyboard.QUOTES = 222;
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Keyboard.BACKSPACE = 8;
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Keyboard.TAB = 9;
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Keyboard.CLEAR = 12;
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Keyboard.ENTER = 13;
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Keyboard.SHIFT = 16;
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Keyboard.CONTROL = 17;
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Keyboard.ALT = 18;
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Keyboard.CAPS_LOCK = 20;
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Keyboard.ESC = 27;
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Keyboard.SPACEBAR = 32;
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Keyboard.PAGE_UP = 33;
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Keyboard.PAGE_DOWN = 34;
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Keyboard.END = 35;
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Keyboard.HOME = 36;
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Keyboard.LEFT = 37;
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Keyboard.UP = 38;
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Keyboard.RIGHT = 39;
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Keyboard.DOWN = 40;
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Keyboard.INSERT = 45;
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Keyboard.DELETE = 46;
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Keyboard.HELP = 47;
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Keyboard.NUM_LOCK = 144;
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return Keyboard;
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})();
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Phaser.Keyboard = Keyboard;
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})(Phaser || (Phaser = {}));
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