What problem does it solve? Handling user input in Phaser 4 games requires knowing a large API surface: keyboard polling versus events, pointer coordinates, hit areas, drag thresholds, and gamepad state. This Skill consolidates those patterns so you can wire up clicks, key presses, multi-touch, and controllers without digging through Phaser source files. ## Core Features & Use Cases - Keyboard Input: Create cursor keys, register individual keys with addKey/addKeys, poll with isDown or JustDown, listen for keydown events, and build key combos like the Konami code. - Pointer and Touch: Handle pointerdown/pointermove events at three dispatch levels, configure custom hit areas (circle, polygon, pixel-perfect), support multi-touch with up to 10 pointers, and use pointer lock for FPS-style controls. - Drag and Drop: Make Game Objects draggable, define drop zones, and tune drag distance and time thresholds. - Gamepad Support: Poll sticks, buttons, and triggers from up to four controllers, with connection events and vibration. - Use Case: You are building a timing-based browser game where the player presses Space or taps to release a ball. Use this Skill to set up the keyboard listener, the pointerdown handler for touch, and Esc-to-pause in one scene. ## Quick Start Ask the AI to set up a Phaser scene where pressing Space or clicking the canvas triggers an action, using this input skill.