skills/phaserjs/phaser/input-keyboard-mouse-touch

input-keyboard-mouse-touch

Installation
SKILL.md

Input: Keyboard, Mouse, Touch, and Gamepad

Phaser provides a unified input system accessed via this.input in any Scene. It supports keyboard polling and events, mouse/pointer interaction with Game Objects (click, hover, drag), multi-touch, mouse wheel, and gamepad input. Input can be handled through event listeners or by polling state each frame.

Key source paths: src/input/InputPlugin.js, src/input/Pointer.js, src/input/keyboard/KeyboardPlugin.js, src/input/keyboard/keys/Key.js, src/input/keyboard/keys/KeyCodes.js, src/input/keyboard/combo/KeyCombo.js, src/input/gamepad/GamepadPlugin.js, src/input/gamepad/Gamepad.js, src/input/events/, src/input/keyboard/events/ Related skills: ../sprites-and-images/SKILL.md, ../events-system/SKILL.md, ../scenes/SKILL.md

Quick Start (basic keyboard + pointer input)

class MyScene extends Phaser.Scene {
    create() {
        // Keyboard: create cursor keys (up, down, left, right, space, shift)
        this.cursors = this.input.keyboard.createCursorKeys();

        // Keyboard: listen for a specific key event
        this.input.keyboard.on('keydown-SPACE', (event) => {
            console.log('Space pressed');
        });

        // Pointer: listen for click/tap anywhere on the game canvas
        this.input.on('pointerdown', (pointer) => {
            console.log('Clicked at', pointer.x, pointer.y);
        });

        // Pointer: make a Game Object interactive and clickable
        const sprite = this.add.sprite(400, 300, 'player');
        sprite.setInteractive();
        sprite.on('pointerdown', (pointer, localX, localY, event) => {
            console.log('Sprite clicked at local', localX, localY);
        });
    }

    update() {
        // Poll cursor keys each frame
        if (this.cursors.left.isDown) {
            // move left
        }
        if (this.cursors.right.isDown) {
            // move right
        }
        if (Phaser.Input.Keyboard.JustDown(this.cursors.space)) {
            // fire once per press
        }
    }
}

Core Concepts

The Input Plugin (this.input)

Accessed via this.input in any Scene. It is an EventEmitter that handles all input for that Scene.

Key properties:

  • this.input.enabled (boolean) - toggle input processing for the Scene
  • this.input.topOnly (boolean, default true) - only emit events from the top-most Game Object under the pointer
  • this.input.keyboard - the KeyboardPlugin instance
  • this.input.gamepad - the GamepadPlugin instance
  • this.input.mouse - the MouseManager reference
  • this.input.activePointer - the most recently active Pointer
  • this.input.mousePointer - the mouse Pointer (pointers[0], distinct from pointer1 which is the first touch)
  • this.input.pointer1 through this.input.pointer10 - individual pointer references
  • this.input.dragDistanceThreshold (number, default 0) - pixels a pointer must move before drag starts
  • this.input.dragTimeThreshold (number, default 0) - ms a pointer must be held before drag starts
  • this.input.pollRate (number, default -1) - how often pointers are polled; 0 = every frame, -1 = only on movement

Key methods:

  • addPointer(quantity) - add extra pointers for multi-touch (default is 2; max 10)
  • setHitArea(gameObjects, hitArea, hitAreaCallback) - set custom hit area on Game Objects
  • setHitAreaCircle(gameObjects, x, y, radius, callback)
  • setHitAreaEllipse(gameObjects, x, y, width, height, callback)
  • setHitAreaRectangle(gameObjects, x, y, width, height, callback)
  • setHitAreaTriangle(gameObjects, x1, y1, x2, y2, x3, y3, callback)
  • setHitAreaFromTexture(gameObjects, callback) - use the texture frame dimensions
  • setDraggable(gameObjects, value) - enable or disable dragging
  • makePixelPerfect(alphaTolerance) - returns a callback for pixel-perfect hit testing

Pointers

A Pointer object encapsulates both mouse and touch input. By default Phaser creates 2 pointers. Use this.input.addPointer(quantity) for more (up to 10 total).

Key properties:

  • x, y - position in screen space (read from position.x, position.y)
  • worldX, worldY - position translated through the most recent Camera
  • downX, downY - position when button was pressed
  • upX, upY - position when button was released
  • isDown (boolean) - true if any button is held
  • primaryDown (boolean) - true if primary button (left click / touch) is held
  • button (number) - which button was pressed/released (0=left, 1=middle, 2=right)
  • buttons (number) - bitmask of currently held buttons (1=left, 2=right, 4=middle, 8=back, 16=forward)
  • wasTouch (boolean) - true if input came from touch
  • velocity (Vector2) - smoothed velocity of pointer movement
  • angle (number) - angle of movement in radians
  • distance (number) - smoothed distance moved per frame
  • movementX, movementY - relative movement when pointer is locked
  • deltaX, deltaY, deltaZ - mouse wheel scroll amounts
  • locked (boolean) - whether pointer lock is active
  • camera - the Camera this Pointer last interacted with

Key methods:

  • leftButtonDown(), rightButtonDown(), middleButtonDown(), backButtonDown(), forwardButtonDown() - check specific buttons
  • leftButtonReleased(), rightButtonReleased(), middleButtonReleased() - check recent release
  • getDistance() - distance between down position and current/up position
  • getDistanceX(), getDistanceY() - horizontal/vertical distance
  • getDuration() - ms between down and current time or up time
  • getAngle() - angle between down and current/up position
  • updateWorldPoint(camera) - recalculate worldX/worldY for a given camera
  • positionToCamera(camera, output) - translate pointer position through a camera

Interactive Game Objects (setInteractive)

Call gameObject.setInteractive() to enable input on a Game Object. This uses the texture frame as the hit area by default.

// Default hit area from texture
sprite.setInteractive();

// Custom shape hit areas (Rectangle, Circle, Ellipse, Triangle, Polygon)
sprite.setInteractive(new Phaser.Geom.Circle(32, 32, 32), Phaser.Geom.Circle.Contains);
sprite.setInteractive(new Phaser.Geom.Ellipse(50, 50, 100, 60), Phaser.Geom.Ellipse.Contains);
sprite.setInteractive(new Phaser.Geom.Triangle(0,64,32,0,64,64), Phaser.Geom.Triangle.Contains);
sprite.setInteractive(new Phaser.Geom.Polygon(points), Phaser.Geom.Polygon.Contains);

// Pixel-perfect hit testing (expensive — use sparingly)
sprite.setInteractive({ pixelPerfect: true, alphaTolerance: 1 });
sprite.setInteractive(this.input.makePixelPerfect());
// With alpha tolerance (default 1):
sprite.setInteractive(this.input.makePixelPerfect(150));

// Config object with multiple options
sprite.setInteractive({
    draggable: true,
    dropZone: false,
    useHandCursor: true,
    cursor: 'pointer',
    pixelPerfect: true,
    alphaTolerance: 1
});

// Containers must specify a shape or call setSize first
container.setSize(200, 200);
container.setInteractive();

Common Patterns

Keyboard Input (cursors, addKey, isDown, JustDown)

Cursor keys return an object with up, down, left, right, space, shift Key objects:

this.cursors = this.input.keyboard.createCursorKeys();

// In update():
if (this.cursors.up.isDown) { /* held */ }
if (this.cursors.space.isDown) { /* held */ }

addKey creates a Key object for any key:

// By string name
const keyW = this.input.keyboard.addKey('W');
// By key code
const keySpace = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE);
// With options: addKey(key, enableCapture, emitOnRepeat)
const keyA = this.input.keyboard.addKey('A', true, false);

addKeys creates multiple keys at once:

// Comma-separated string returns { W, S, A, D } Key objects
const keys = this.input.keyboard.addKeys('W,S,A,D');
if (keys.W.isDown) { /* ... */ }

// Object form with custom names
const keys = this.input.keyboard.addKeys({
    up: Phaser.Input.Keyboard.KeyCodes.W,
    down: Phaser.Input.Keyboard.KeyCodes.S,
    left: Phaser.Input.Keyboard.KeyCodes.A,
    right: Phaser.Input.Keyboard.KeyCodes.D
});

Polling vs events:

// Polling in update() - check every frame
if (keyW.isDown) { /* key is currently held */ }
if (keyW.isUp) { /* key is currently released */ }

// JustDown - returns true only once per press, resets after check
if (Phaser.Input.Keyboard.JustDown(keyW)) { /* fire once */ }
if (Phaser.Input.Keyboard.JustUp(keyW)) { /* released once */ }

// checkDown with duration - throttled polling
if (this.input.keyboard.checkDown(keySpace, 250)) {
    // true at most once every 250ms while held
}

// Event-driven: listen for specific key
this.input.keyboard.on('keydown-SPACE', (event) => { /* ... */ });
this.input.keyboard.on('keyup-SPACE', (event) => { /* ... */ });

// Event-driven: listen for any key
this.input.keyboard.on('keydown', (event) => {
    console.log(event.key); // native DOM KeyboardEvent
});

// Event on a Key object itself
const spaceBar = this.input.keyboard.addKey('SPACE');
spaceBar.on('down', (key, event) => { /* Key object + native event */ });
spaceBar.on('up', (key, event) => { /* ... */ });

Key object properties:

  • isDown / isUp (boolean)
  • keyCode (number)
  • altKey, ctrlKey, shiftKey, metaKey (boolean) - modifier state when pressed
  • duration (number) - ms held in previous down-up cycle
  • timeDown, timeUp (number) - timestamps
  • repeats (number) - repeat count while held
  • emitOnRepeat (boolean) - if true, fires 'down' event on each repeat
  • enabled (boolean) - can this key be processed

Prevent browser default behavior:

// Capture specific keys to prevent browser scrolling etc.
this.input.keyboard.addCapture('SPACE,UP,DOWN,LEFT,RIGHT');
this.input.keyboard.addCapture([ 32, 37, 38, 39, 40 ]);
this.input.keyboard.removeCapture('SPACE');
// Note: captures are global across all Scenes

Common KeyCodes: BACKSPACE(8), TAB(9), ENTER(13), SHIFT(16), CTRL(17), ALT(18), ESC(27), SPACE(32), LEFT(37), UP(38), RIGHT(39), DOWN(40), A-Z(65-90), ZERO-NINE(48-57), F1-F12(112-123). Access via Phaser.Input.Keyboard.KeyCodes.SPACE etc.

Mouse/Pointer Click and Hover

Scene-level pointer events (fire anywhere on the canvas):

this.input.on('pointerdown', (pointer, currentlyOver) => {
    // pointer: Pointer object, currentlyOver: array of interactive Game Objects under pointer
});
this.input.on('pointerup', (pointer, currentlyOver) => { /* ... */ });
this.input.on('pointermove', (pointer, currentlyOver) => { /* ... */ });
this.input.on('wheel', (pointer, currentlyOver, deltaX, deltaY, deltaZ) => { /* ... */ });

Game Object pointer events (require setInteractive):

sprite.setInteractive();

// pointerdown on this specific object
sprite.on('pointerdown', (pointer, localX, localY, event) => {
    // localX/localY are relative to the Game Object's top-left
    // event.stopPropagation() prevents the event from going further
});

sprite.on('pointerup', (pointer, localX, localY, event) => { /* ... */ });
sprite.on('pointermove', (pointer, localX, localY, event) => { /* ... */ });
sprite.on('pointerover', (pointer, localX, localY, event) => { /* ... */ });
sprite.on('pointerout', (pointer, event) => { /* ... */ });
sprite.on('wheel', (pointer, deltaX, deltaY, deltaZ, event) => { /* ... */ });

Right-click handling:

this.input.on('pointerdown', (pointer) => {
    if (pointer.rightButtonDown()) {
        // right-click
    }
});

// Disable context menu
this.input.mouse.disableContextMenu();

Pointer lock (FPS-style mouse capture):

// Request lock on click
this.input.on('pointerdown', () => {
    this.input.mouse.requestPointerLock();
});

this.input.on('pointerlockchange', (event, locked) => {
    // locked: boolean
});

// Read relative movement while locked
// pointer.movementX, pointer.movementY

Drag and Drop

const sprite = this.add.sprite(400, 300, 'item');
sprite.setInteractive();
this.input.setDraggable(sprite);

// Or use config:
// sprite.setInteractive({ draggable: true });

// Drag events on the Scene input
this.input.on('dragstart', (pointer, gameObject) => {
    gameObject.setTint(0xff0000);
});

this.input.on('drag', (pointer, gameObject, dragX, dragY) => {
    gameObject.x = dragX;
    gameObject.y = dragY;
});

this.input.on('dragend', (pointer, gameObject) => {
    gameObject.clearTint();
});

// Drop zones
const zone = this.add.zone(600, 300, 200, 200).setRectangleDropZone(200, 200);

this.input.on('drop', (pointer, gameObject, dropZone) => {
    gameObject.x = dropZone.x;
    gameObject.y = dropZone.y;
});

this.input.on('dragenter', (pointer, gameObject, dropZone) => { /* ... */ });
this.input.on('dragleave', (pointer, gameObject, dropZone) => { /* ... */ });
this.input.on('dragover', (pointer, gameObject, dropZone) => { /* ... */ });

Game Object-level drag events are also available:

sprite.on('drag', (pointer, dragX, dragY) => {
    sprite.x = dragX;
    sprite.y = dragY;
});
sprite.on('dragstart', (pointer, dragX, dragY) => { /* ... */ });
sprite.on('dragend', (pointer, dragX, dragY) => { /* ... */ });
sprite.on('drop', (pointer, dropZone) => { /* ... */ });

Drag thresholds:

this.input.dragDistanceThreshold = 16; // must move 16px before drag starts
this.input.dragTimeThreshold = 200;    // must hold 200ms before drag starts

Three Levels of Pointer Events

Pointer events fire at three levels (see reference for details):

  1. Game Object: gameObject.on('pointerdown', (pointer, localX, localY, event) => {})
  2. Scene per-object: this.input.on('gameobjectdown', (pointer, gameObject, event) => {})
  3. Scene global: this.input.on('pointerdown', (pointer, currentlyOver) => {})

Input Debug, topOnly, and Multi-touch Config

// Debug visualize hit areas
this.input.enableDebug(gameObject);
this.input.enableDebug(gameObject, 0xff00ff);
this.input.removeDebug(gameObject);

// Let all objects under pointer receive events (not just top-most)
this.input.topOnly = false;
this.input.setTopOnly(false);

Multi-touch: set config.input.activePointers to reserve pointer slots at startup, or call this.input.addPointer(num) at runtime. Access via this.input.pointer1 through pointer10.

Gamepad Input

Enable gamepads in the game config:

const config = {
    input: {
        gamepad: true
    }
};

Access via this.input.gamepad. Gamepads are available as pad1 through pad4:

// Wait for connection
this.input.gamepad.once('connected', (pad) => {
    console.log('Gamepad connected:', pad.id);
});

// If already connected, check total
if (this.input.gamepad.total > 0) {
    const pad = this.input.gamepad.pad1;
}

Polling gamepad state in update():

update() {
    const pad = this.input.gamepad.pad1;
    if (!pad) return;

    // D-pad (boolean properties)
    if (pad.up) { /* d-pad up */ }
    if (pad.down) { /* d-pad down */ }
    if (pad.left) { /* d-pad left */ }
    if (pad.right) { /* d-pad right */ }

    // Face buttons (boolean) - Xbox naming convention
    if (pad.A) { /* bottom button (Xbox A / PS X) */ }
    if (pad.B) { /* right button (Xbox B / PS Circle) */ }
    if (pad.X) { /* left button (Xbox X / PS Square) */ }
    if (pad.Y) { /* top button (Xbox Y / PS Triangle) */ }

    // Shoulder buttons (float 0-1)
    if (pad.L1 > 0) { /* left shoulder top (LB) */ }
    if (pad.L2 > 0) { /* left shoulder bottom / trigger (LT) */ }
    if (pad.R1 > 0) { /* right shoulder top (RB) */ }
    if (pad.R2 > 0) { /* right shoulder bottom / trigger (RT) */ }

    // Analog sticks (Vector2, values -1 to 1)
    const lx = pad.leftStick.x;  // left stick horizontal
    const ly = pad.leftStick.y;  // left stick vertical
    const rx = pad.rightStick.x;
    const ry = pad.rightStick.y;

    // Raw axis/button access
    pad.getAxisValue(0);    // float
    pad.getButtonValue(0);  // float 0-1
    pad.isButtonDown(0);    // boolean
    pad.setAxisThreshold(0.1); // ignore values below threshold
}

Gamepad events:

// Plugin-level events (any gamepad)
this.input.gamepad.on('connected', (pad, event) => { /* ... */ });
this.input.gamepad.on('disconnected', (pad, event) => { /* ... */ });
this.input.gamepad.on('down', (pad, button, value) => { /* any button on any pad */ });
this.input.gamepad.on('up', (pad, button, value) => { /* ... */ });

// Gamepad-instance events
pad.on('down', (index, value, button) => { /* button on this specific pad */ });
pad.on('up', (index, value, button) => { /* ... */ });

Vibration (experimental, hardware/browser dependent):

if (pad.vibration) {
    pad.vibration.playEffect('dual-rumble', {
        duration: 200,
        strongMagnitude: 1.0,
        weakMagnitude: 0.5
    });
}

Key Combos

Listen for a sequence of keys:

// String-based combo
this.input.keyboard.createCombo('PHASER');

// Array of key codes (Konami code)
this.input.keyboard.createCombo(
    [ 38, 38, 40, 40, 37, 39, 37, 39, 66, 65, 13 ],
    { resetOnMatch: true }
);

// Listen for match
this.input.keyboard.on('keycombomatch', (keyCombo, event) => {
    console.log('Combo matched!');
});

createCombo(keys, config):

  • keys: a string (each character is a key) or an array of key codes / Key objects
  • config.resetOnWrongKey (boolean, default true) - reset progress if wrong key is pressed
  • config.maxKeyDelay (number, default 0) - max ms between key presses; 0 = no limit
  • config.resetOnMatch (boolean, default false) - reset combo after a successful match
  • config.deleteOnMatch (boolean, default false) - remove combo after first match

For detailed configuration options, API reference tables, and source file maps, see the reference guide.

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