input-keyboard-mouse-touch

Coordinate keyboard, mouse, touch, pointer, and gamepad input for Phaser games.

Updated Apr 25, 2026
One-click install
npx skills add https://github.com/dzyamik/furry-match3 --skill input-keyboard-mouse-touch-dzyamik
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: input-keyboard-mouse-touch
Source: https://github.com/dzyamik/furry-match3/tree/main/.claude/skills/input-keyboard-mouse-touch
Command: npx skills add https://github.com/dzyamik/furry-match3 --skill input-keyboard-mouse-touch-dzyamik

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Handling and coordinating keyboard, mouse, touch, and gamepad input across Phaser 4 scenes can be complex and error-prone, especially when supporting drag-and-drop and interactive objects.

Core Features & Use Cases

  • Unified input management for keyboard, mouse, touch, pointer, gamepad, and drag-and-drop events.
  • Supports per-object interactions, scene-level events, and gamepad input for versatile input schemes.
  • Use cases include interactive UI controls, draggable items, and game controls across devices.

Quick Start

Create a scene that initializes input handlers and registers listeners for keyboard, pointer, and game events to start capturing input in your game.

Frequently Asked Questions about input-keyboard-mouse-touch

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I handle keyboard, mouse, touch, and gamepad input simultaneously in Phaser?

Unified input handling coordinates keyboard, mouse, touch, pointer, and gamepad interactions across Phaser 4 scenes. It routes events globally, per scene, or per object, enabling multi-input schemes without manual event listener conflicts.

Can I implement drag-and-drop for interactive objects across multiple Phaser scenes?

Yes, drag-and-drop support is built into the input routing for interactive objects across Phaser scenes. The system manages pointer events and hit areas to accurately track draggable items during scene transitions.

What is the best way to route pointer events to specific game objects in Phaser?

Routing pointer events to specific game objects requires configuring hit areas and per-object input listeners. This approach isolates interactive object responses from scene-level and global input flows for precise user control.

Does this input management approach support gamepad controls for cross-device games?

Gamepad input is fully supported alongside keyboard and touch for cross-device games. It integrates into the unified input management scheme, allowing interactive UI controls and game mechanics to respond to gamepad events.

Why does multi-input event handling cause conflicts in Phaser 4?

Multi-input conflicts occur when keyboard, mouse, and touch listeners override each other across scenes. Coordinated input management solves this by centralizing event routing and pointer management for interactive objects.

How do I start capturing keyboard and pointer events in a Phaser scene?

Initialize input handlers and register listeners for keyboard and pointer events within your scene. This setup immediately starts capturing input, routing interactions to the appropriate game objects or scene-level logic.