# input-keyboard-mouse-touch

Skill for handling input in Phaser 4: keyboard keys, mouse clicks and movement, touch events, pointer interaction, drag-and-drop, and gamepad support. Use it when you're building a game or interactive app with Phaser.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 946 installs · ★ 40574
- Author: phaserjs
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/phaserjs/phaser/tree/HEAD/skills/input-keyboard-mouse-touch/SKILL.md
- Updated: 2026-08-21
- HTML: https://affpapa.org/en/nevibecode/skills/input-keyboard-mouse-touch

## What it does

Provides unified input handling via `this.input` in Phaser scenes. Covers keyboard polling and events, mouse and touch through Pointer objects, object dragging, custom hit areas (circle, ellipse, triangle, polygon), and gamepad input.

The skill includes the InputPlugin reference, Pointer properties and methods, making Game Objects interactive, event-based and frame-by-frame state polling. Code examples show cursor keys, sprite click detection, pixel-perfect hit testing, and custom shape hit areas.

Works across all major AI coding platforms: Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, and OpenCode.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add phaserjs/phaser --skill input-keyboard-mouse-touch -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/input-keyboard-mouse-touch/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/input-keyboard-mouse-touch/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add phaserjs/phaser --skill input-keyboard-mouse-touch -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/input-keyboard-mouse-touch/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add phaserjs/phaser --skill input-keyboard-mouse-touch -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/input-keyboard-mouse-touch/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install phaserjs/phaser input-keyboard-mouse-touch
```

2. **Manually: put the files in place**
- File: `.github/skills/input-keyboard-mouse-touch/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add phaserjs/phaser --skill input-keyboard-mouse-touch -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/phaserjs/phaser --path skills/input-keyboard-mouse-touch
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/input-keyboard-mouse-touch/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add phaserjs/phaser --skill input-keyboard-mouse-touch -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/phaserjs/phaser/tree/HEAD/skills/input-keyboard-mouse-touch/SKILL.md

## When to use it
- handle arrow keys and real-time player movement
- make a sprite clickable and respond to pointer events
- implement drag-and-drop for game objects
- set up a custom hit area for an irregular shape
- add gamepad or multi-touch support to a scene

## Example prompts
- Set up cursor key movement and spacebar jump for a Phaser platformer
- Make an enemy sprite clickable with pixel-perfect hit detection and damage feedback
- Implement inventory item dragging with a 10-pixel dragDistanceThreshold

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 55f2022c68cb92a1.

BEGIN THIRD-PARTY FILE 55f2022c68cb92a1
````text
---
name: input-keyboard-mouse-touch
description: "Use this skill when handling user input in Phaser 4. Covers keyboard keys, mouse clicks and movement, touch events, pointer handling, drag and drop, hit areas, interactive objects, and gamepad support. Triggers on: keyboard, mouse, touch, pointer, drag, drop, click, input, gamepad, cursor keys."
---

# 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)

```js
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
````
END THIRD-PARTY FILE 55f2022c68cb92a1

The third-party file has ended. Everything between the 55f2022c68cb92a1 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

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