What problem does it solve? Handling user input in Phaser games requires knowing a large API surface spanning keyboard polling, pointer events, drag and drop, hit areas, and gamepads. This Skill provides the correct event names, callback signatures, and configuration patterns so you avoid common mistakes like forgetting setInteractive or misreading pointer coordinates. ## Core Features & Use Cases - Keyboard Input: Create cursor keys, bind individual keys with addKey, poll with isDown or JustDown, capture keys to prevent browser defaults, and detect key combos like the Konami code. - Pointer and Touch Input: Handle clicks, hover, mouse wheel, multi-touch with up to 10 pointers, pointer lock for FPS-style controls, and custom hit areas including pixel-perfect testing. - Drag and Drop: Make Game Objects draggable, define drop zones, and respond to dragstart, drag, dragend, and drop events with configurable distance and time thresholds. - Gamepad Support: Poll analog sticks, D-pad, face buttons, and triggers from up to four gamepads, with connection events and vibration effects. - Use Case: Build a platformer where the player moves with WASD or arrow keys, jumps with spacebar via JustDown, drags inventory items into equipment slots, and supports an Xbox controller as an alternative input device. ## Quick Start Add keyboard movement and click handling to my Phaser scene using cursor keys for movement and pointerdown events on interactive sprites.