What problem does it solve? Handling user input in Phaser games involves many APIs—keyboard polling, pointer events, hit areas, drag-and-drop, and gamepads—and getting the details right (event levels, JustDown semantics, hit area shapes) is error-prone without a reference. ## Core Features & Use Cases - Keyboard Input: Create cursor keys, register individual keys with addKey/addKeys, poll with isDown or JustDown, listen to keydown events, and build key combos like the Konami code. - Pointer and Touch Input: Handle clicks, hover, mouse wheel, multi-touch pointers, pointer lock, and right-click via a unified Pointer API. - Interactive Objects and Drag-and-Drop: Make Game Objects clickable with setInteractive, define geometric or pixel-perfect hit areas, and implement drag-and-drop with drop zones. - Gamepad Support: Poll sticks, buttons, and D-pad, listen for connect/disconnect events, and trigger vibration effects. - Use Case: Build a platformer where the player moves with WASD or arrow keys, jumps with spacebar, drags inventory items into slots with the mouse, and supports an Xbox controller as an alternative input device. ## Quick Start Use the input-keyboard-mouse-touch skill to add keyboard movement, clickable sprites, and drag-and-drop to my Phaser scene.