Keyboard, mouse, touch, and gamepad input management for Phaser
Installable skillMITBy feliperybaUpdated Oct 27, 2026
INTENDED FOROpenClawInstall in a listed agent.
instructions.md
---
name: dev-phaser-input-handlers
description: Keyboard, mouse, touch, and gamepad input management for Phaser
---
# Phaser Input Handlers
> "Responsive controls for every platform and input method."
## Before/After: Manual DOM Events vs Phaser Input System
### ❌ Before: Manual DOM Event Listeners
```typescript
// Manual input handling without Phaser
const keys: { [key: string]: boolean } = {};
// Setup key listeners
document.addEventListener('keydown', (e) => {
keys[e.key] = true;
keys[e.code] = true;
// Manual input handling
if (e.key === 'ArrowLeft') player.x -= 5;
if (e.key === 'ArrowRight') player.x += 5;
if (e.code === 'KeyW') player.y -= 5;
});
document.addEventListener('keyup', (e) => {
keys[e.key] = false;
keys[e.code] = false;
});
// Manual mouse/touch
canvas.addEventListener('mousedown', (e) => {
shoot(e.clientX, e.clientY);
});
canvas.addEventListener('touchstart', (e) => {
const touch = e.touches[0];
shoot(touch.clientX, touch.clientY);
});
// Problems:
// - Different code paths for mouse vs touch
// - No key repeat prevention
// - No JustDown/JustUp tracking
// - Manual input state management
// - No gamepad support
// - Platform-specific issues
```
### ✅ After: Phaser Unified Input System
```typescript
// Phaser handles all input types uniformly
export class GameScene extends Phaser.Scene {
private cursors!: Phaser.Types.Input.Keyboard.CursorKeys;
private gamepadIndex = 0;
private inputManager!: InputManager;
create() {
// Unified input setup - ONE system for all!
this.cursors = this.input.keyboard!.createCursorKeys();
this.inputManager = new InputManager(this);
// Pointer works for mouse AND touch automatically
this.input.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
this.shoot(pointer.x, pointer.y);
});
// Gamepad auto-detected
this.input.gamepad!.on('connected', (pad) => {
console.log('Gamepad connected:', pad.id);
});
}
update() {
// Input Manager abstracts all input methods
const move = this.inputManager.getMovement(); // Works for keyboard, gamepad, or virtual joystick!
this.player.setVelocity(move.x * 200, move.y * 200);
if (this.inputManager.isJumpPressed()) {
this.player.jump();
}
}
}
// Benefits:
// - Single API for all input types
// - Built-in JustDown/JustUp for triggers
// - Automatic mouse/touch unification
// - Native gamepad support
// - Virtual joystick for mobile
// - Platform-agnostic code
```
## When to Use This Skill
Use when:
- Implementing player controls
- Handling keyboard input
- Adding mouse/touch interaction
- Supporting gamepad controllers
- Creating virtual controls for mobile
## Quick Start
```typescript
create() {
// Keyboard
this.cursors = this.input.keyboard!.createCursorKeys();
this.wasd = this.input.keyboard!.addKeys('W,A,S,D');
// Mouse
this.input.on('pointerdown', (pointer) => {
this.spawnBullet(pointer.x, pointer.y);
});
}
update() {
if (this.cursors.left.isDown) {
this.player.x -= 5;
}
}
```
## Decision Framework
| Need | Use |
| ---------- | ------------------------------------- |
| Arrow keys | `createCursorKeys()` |
| WASD | `addKeys('W,A,S,D')` |
| Click/tap | `pointerdown` event |
| Drag | `setInteractive({ draggable: true })` |
| Gamepad | `gamepadpad` plugin |
## Progressive Guide
### Level 1: Keyboard Input
```typescript
export class GameScene extends Phaser.Scene {
private cursors!: Phaser.Types.Input.Keyboard.CursorKeys;
private wasd!: {
W: Phaser.Input.Keyboard.Key;
A: Phaser.Input.Keyboard.Key;
S: Phaser.Input.Keyboard.Key;
D: Phaser.Input.Keyboard.Key;
};
private jumpKey!: Phaser.Input.Keyboard.Key;
private shootKey!: Phaser.Input.Keyboard.Key;
create() {
// Arrow keys
this.cursors = this.input.keyboard!.createCursorKeys();
// WASD keys
this.wasd = this.input.keyboard!.addKeys("W,A,S,D") as any;
// Single key
this.jumpKey = this.input.keyboard!.addKey("SPACE");
this.shootKey = this.input.keyboard!.addKey(
Phaser.Input.Keyboard.KeyCodes.X,
);
// Key combinations
const shiftKey = this.input.keyboard!.addKey("SHIFT");
this.input.keyboard!.on("keydown-SHIFT", () => {
this.player.sprint = true;
});
this.input.keyboard!.on("keyup-SHIFT", () => {
this.player.sprint = false;
});
}
update() {
// Arrow keys
if (this.cursors.left.isDown) {
this.player.setVelocityX(-160);
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(160);
} else {
this.player.setVelocityX(0);
}
// Jump
if (this.cursors.up.isDown && this.player.body!.touching.down) {
this.player.setVelocityY(-330);
}
// WASD alternative
if (this.wasd.A.isDown) {
this.player.setVelocityX(-160);
}
// Single key check
if (Phaser.Input.Keyboard.JustDown(this.jumpKey)) {
this.player.jump();
}
// Shoot while held
if (this.shootKey.isDown) {
this.player.shoot();
}
}
}
```
### Level 2: Mouse and Touch Input
```typescript
create() {
// Pointer (unified mouse/touch)
this.input.on('pointermove', (pointer: Phaser.Input.Pointer) => {
this.player.rotation = Phaser.Math.Angle.Between(
this.player.x, this.player.y,
pointer.x, pointer.y
);
});
this.input.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
this.shoot(pointer.x, pointer.y);
});
// Dragging game objects
const box = this.add.image(400, 300, 'box');
box.setInteractive({ draggable: true });
this.input.setDraggable([box]);
this.input.on('drag', (pointer: any, gameObject: Phaser.GameObjects.Image, dragX: number, dragY: number) => {
gameObject.x = dragX;
gameObject.y = dragY;
});
// Click-specific detection
this.input.on('gameobjectdown', (pointer: any, gameObject: any) => {
gameObject.setTint(0xff0000);
});
// Zone interaction
const zone = this.add.zone(400, 300, 200, 200);
zone.setInteractive({ useHandCursor: true });
zone.on('pointerover', () => {
zone.setFillStyle(0x444444);
});
zone.on('pointerout', () => {
zone.setFillStyle(0x000000);
});
}
```
### Level 3: Virtual Joystick for Mobile
```typescript
export class GameScene extends Phaser.Scene {
private joystick!: {
base: Phaser.GameObjects.Image;
knob: Phaser.GameObjects.Image;
};
private joystickActive = false;
private joystickPointerId: number | null = null;
private joystickVector = { x: 0, y: 0 };
create() {
// Only show on touch devices
if (this.sys.game.device.os.android || this.sys.game.device.os.iOS) {
this.createVirtualJoystick();
}
}
createVirtualJoystick() {
const joyX = 100;
const joyY = this.scale.height - 100;
const radius = 50;
// Joystick base
const base = this.add.circle(joyX, joyY, radius, 0x444444, 0.5);
base.setScrollFactor(0);
base.setDepth(1000);
// Joystick knob
const knob = this.add.circle(joyX, joyY, 20, 0x888888, 0.8);
knob.setScrollFactor(0);
knob.setDepth(1001);
this.joystick = { base, knob };
// Touch input for joystick
this.input.on("pointerdown", (pointer: Phaser.Input.Pointer) => {
const dist = Phaser.Math.Distance.Between(
pointer.x,
pointer.y,
joyX,
joyY,
);
if (dist < radius && this.joystickPointerId === null) {
this.joystickActive = true;
this.joystickPointerId = pointer.id;
}
});
this.input.on("pointermove", (pointer: Phaser.Input.Pointer) => {
if (this.joystickActive && pointer.id === this.joystickPointerId) {
const angle = Phaser.Math.Angle.Between(
joyX,
joyY,
pointer.x,
pointer.y,
);
const dist = Math.min(
Phaser.Math.Distance.Between(joyX, joyY, pointer.x, pointer.y),
radius,
);
this.joystick.knob.x = joyX + Math.cos(angle) * dist;
this.joystick.knob.y = joyY + Math.sin(angle) * dist;
// Normalized vector (-1 to 1)
this.joystickVector.x = (this.joystick.knob.x - joyX) / radius;
this.joystickVector.y = (this.joystick.knob.y - joyY) / radius;
}
});
this.input.on("pointerup", (pointer: Phaser.Input.Pointer) => {
if (pointer.id === this.joystickPointerId) {
this.joystickActive = false;
this.joystickPointerId = null;
this.joystick.knob.x = joyX;
this.joystick.knob.y = joyY;
this.joystickVector = { x: 0, y: 0 };
}
});
}
update() {
if (this.joystickActive) {
this.player.setVelocity(
this.joystickVector.x * this.player.speed,
this.joystickVector.y * this.player.speed,
);
}
}
}
```
### Level 4: Gamepad Support
```typescript
create() {
// Gamepad is auto-enabled in Phaser 3
// Check for gamepad connection
this.input.gamepad!.on('connected', (gamepad: Phaser.Input.Gamepad.Gamepad) => {
console.log('Gamepad connected:', gamepad.id);
});
this.input.gamepad!.on('disconnected', (gamepad: Phaser.Input.Gamepad.Gamepad) => {
console.log('Gamepad disconnected:', gamepad.id);
});
}
update() {
const pads = this.input.gamepad!.gamepads;
for (let i = 0; i < pads.length; i++) {
const pad = pads[i];
if (!pad || !pad.connected) continue;
// Left stick
if (pad.axes.length >= 2) {
const axisX = pad.axes[0].getValue(); // -1 to 1
const axisY = pad.axes[1].getValue();
this.player.setVelocity(axisX * 200, axisY * 200);
}
// D-pad
if (pad.buttons[12]?.isDown) this.player.setVelocityY(-160); // Up
if (pad.buttons[13]?.isDown) this.player.setVelocityY(160); // Down
if (pad.buttons[14]?.isDown) this.player.setVelocityX(-160); // Left
if (pad.buttons[15]?.isDown) this.player.setVelocityX(160); // Right
// Face buttons
if (pad.buttons[0]?.isDown) this.player.jump(); // A/X
if (pad.buttons[1]?.isDown) this.player.shoot(); // B/O
// Shoulders
if (pad.buttons[4]?.isDown) this.player.previousWeapon(); // L1
if (pad.buttons[5]?.isDown) this.player.nextWeapon(); // R1
}
}
```
### Level 5: Input Manager Class
```typescript
class InputManager {
private keyboard: { cursors: Phaser.Types.Input.Keyboard.CursorKeys; wasd: any };
private gamepadIndex = 0;
private virtualJoystick = { active: false, x: 0, y: 0 };
constructor(private scene: Phaser.Scene) {
this.setupKeyboard();
this.setupGamepad();
this.setupVirtualControls();
}
private setupKeyboard() {
this.keyboard = {
cursors: this.scene.input.keyboard!.createCursorKeys(),
wasd: this.scene.input.keyboard!.addKeys('W,A,S,D')
};
}
private setupGamepad() {
this.scene.input.gamepad!.on('connected', () => {
this.gamepadIndex = 0;
});
}
private setupVirtualControls() {
if (this.scene.sys.game.device.os.android ||
this.scene.sys.game.device.os.iOS) {
// Setup virtual joystick (see Level 3)
}
}
getMovement(): { x: number; y: number } {
// Gamepad first
const pad = this.scene.input.gamepad!.getPad(this.gamepadIndex);
if (pad && pad.connected && pad.axes.length >= 2) {
return {
x: pad.axes[0].getValue(),
y: pad.axes[1].getValue()
};
}
// Virtual joystick second
if (this.virtualJoystick.active) {
return {
x: this.virtualJoystick.x,
y: this.virtualJoystick.y
};
}
// Keyboard fallback
let x = 0, y = 0;
if (this.keyboard.cursors.left.isDown || this.keyboard.wasd.A.isDown) x = -1;
if (this.keyboard.cursors.right.isDown || this.keyboard.wasd.D.isDown) x = 1;
if (this.keyboard.cursors.up.isDown || this.keyboard.wasd.W.isDown) y = -1;
if (this.keyboard.cursors.down.isDown || this.keyboard.wasd.S.isDown) y = 1;
return { x, y };
}
isJumpPressed(): boolean {
return this.keyboard.cursors.up.isDown ||
this.keyboard.wasd.W.isDown ||
(this.scene.input.gamepad!.getPad(this.gamepadIndex)?.buttons[0]?.isDown);
}
isAttackJustPressed(): boolean {
return Phaser.Input.Keyboard.JustDown(
this.scene.input.keyboard!.addKey('SPACE')
) || this.scene.input.gamepad!.getPad(this.gamepadIndex)?.buttons[1]?.justDown;
}
}
// In scene
create() {
this.inputManager = new InputManager(this);
}
update() {
const move = this.inputManager.getMovement();
this.player.setVelocity(move.x * 200, move.y * 200);
if (this.inputManager.isJumpPressed()) {
this.player.jump();
}
}
```
## Anti-Patterns
❌ **DON'T:**
- Create new Key objects every frame - reuse from create()
- Ignore JustDown/JustUp for trigger actions
- Mix coordinate systems for input
- Forget pointer ID for multi-touch
- Hardcode only keyboard input
- Use polling for all input (use events when appropriate)
✅ **DO:**
- Create keys once in create()
- Use JustDown/JustUp for one-shot actions
- Normalize input vectors
- Track pointer IDs for multi-touch
- Support multiple input methods
- Combine event listeners with polling
## Code Patterns
### Key Combination Detection
```typescript
// Ctrl+Z to undo
this.input.keyboard!.on("keydown-Z", () => {
const ctrlKey = this.input.keyboard!.checkDown(
this.input.keyboard!.addKey("CTRL"),
100,
);
if (ctrlKey) {
this.undo();
}
});
// Double tap detection
let lastTapTime = 0;
this.input.on("pointerdown", () => {
const now = this.time.now;
if (now - lastTapTime < 300) {
this.doubleTap();
}
lastTapTime = now;
});
```
### Smooth Input Damping
```typescript
update() {
// Smooth movement with lerp
const targetX = this.input.activePointer.x;
const targetY = this.input.activePointer.y;
this.player.x = Phaser.Math.Linear(this.player.x, targetX, 0.1);
this.player.y = Phaser.Math.Linear(this.player.y, targetY, 0.1);
}
```
## Checklist
- [ ] Keys created in create() not update()
- [ ] JustDown/JustUp used for triggers
- [ ] Multi-touch handled correctly
- [ ] Gamepad fallback to keyboard
- [ ] Virtual controls for mobile
- [ ] Input vectors normalized
- [ ] Dead zones applied to analog input
## Reference
- [Phaser Input](https://photonstorm.github.io/phaser3-docs/Phaser.Input.InputPlugin.html) — Input system
- [Keyboard Plugin](https://photonstorm.github.io/phaser3-docs/Phaser.Input.Keyboard.KeyboardPlugin.html) — Keyboard API
- [Gamepad Plugin](https://photonstorm.github.io/phaser3-docs/Phaser.Input.Gamepad.GamepadPlugin.html) — Gamepad API
---
name: dev-phaser-input-handlers
description: Keyboard, mouse, touch, and gamepad input management for Phaser
---
# Phaser Input Handlers
> "Responsive controls for every platform and input method."
## Before/After: Manual DOM Events vs Phaser Input System
### ❌ Before: Manual DOM Event Listeners
```typescript
// Manual input handling without Phaser
const keys: { [key: string]: boolean } = {};
// Setup key listeners
document.addEventListener('keydown', (e) => {
keys[e.key] = true;
keys[e.code] = true;
// Manual input handling
if (e.key === 'ArrowLeft') player.x -= 5;
if (e.key === 'ArrowRight') player.x += 5;
if (e.code === 'KeyW') player.y -= 5;
});
document.addEventListener('keyup', (e) => {
keys[e.key] = false;
keys[e.code] = false;
});
// Manual mouse/touch
canvas.addEventListener('mousedown', (e) => {
shoot(e.clientX, e.clientY);
});
canvas.addEventListener('touchstart', (e) => {
const touch = e.touches[0];
shoot(touch.clientX, touch.clientY);
});
// Problems:
// - Different code paths for mouse vs touch
// - No key repeat prevention
// - No JustDown/JustUp tracking
// - Manual input state management
// - No gamepad support
// - Platform-specific issues
```
### ✅ After: Phaser Unified Input System
```typescript
// Phaser handles all input types uniformly
export class GameScene extends Phaser.Scene {
private cursors!: Phaser.Types.Input.Keyboard.CursorKeys;
private gamepadIndex = 0;
private inputManager!: InputManager;
create() {
// Unified input setup - ONE system for all!
this.cursors = this.input.keyboard!.createCursorKeys();
this.inputManager = new InputManager(this);
// Pointer works for mouse AND touch automatically
this.input.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
this.shoot(pointer.x, pointer.y);
});
// Gamepad auto-detected
this.input.gamepad!.on('connected', (pad) => {
console.log('Gamepad connected:', pad.id);
});
}
update() {
// Input Manager abstracts all input methods
const move = this.inputManager.getMovement(); // Works for keyboard, gamepad, or virtual joystick!
this.player.setVelocity(move.x * 200, move.y * 200);
if (this.inputManager.isJumpPressed()) {
this.player.jump();
}
}
}
// Benefits:
// - Single API for all input types
// - Built-in JustDown/JustUp for triggers
// - Automatic mouse/touch unification
// - Native gamepad support
// - Virtual joystick for mobile
// - Platform-agnostic code
```
## When to Use This Skill
Use when:
- Implementing player controls
- Handling keyboard input
- Adding mouse/touch interaction
- Supporting gamepad controllers
- Creating virtual controls for mobile
## Quick Start
```typescript
create() {
// Keyboard
this.cursors = this.input.keyboard!.createCursorKeys();
this.wasd = this.input.keyboard!.addKeys('W,A,S,D');
// Mouse
this.input.on('pointerdown', (pointer) => {
this.spawnBullet(pointer.x, pointer.y);
});
}
update() {
if (this.cursors.left.isDown) {
this.player.x -= 5;
}
}
```
## Decision Framework
| Need | Use |
| ---------- | ------------------------------------- |
| Arrow keys | `createCursorKeys()` |
| WASD | `addKeys('W,A,S,D')` |
| Click/tap | `pointerdown` event |
| Drag | `setInteractive({ draggable: true })` |
| Gamepad | `gamepadpad` plugin |
## Progressive Guide
### Level 1: Keyboard Input
```typescript
export class GameScene extends Phaser.Scene {
private cursors!: Phaser.Types.Input.Keyboard.CursorKeys;
private wasd!: {
W: Phaser.Input.Keyboard.Key;
A: Phaser.Input.Keyboard.Key;
S: Phaser.Input.Keyboard.Key;
D: Phaser.Input.Keyboard.Key;
};
private jumpKey!: Phaser.Input.Keyboard.Key;
private shootKey!: Phaser.Input.Keyboard.Key;
create() {
// Arrow keys
this.cursors = this.input.keyboard!.createCursorKeys();
// WASD keys
this.wasd = this.input.keyboard!.addKeys("W,A,S,D") as any;
// Single key
this.jumpKey = this.input.keyboard!.addKey("SPACE");
this.shootKey = this.input.keyboard!.addKey(
Phaser.Input.Keyboard.KeyCodes.X,
);
// Key combinations
const shiftKey = this.input.keyboard!.addKey("SHIFT");
this.input.keyboard!.on("keydown-SHIFT", () => {
this.player.sprint = true;
});
this.input.keyboard!.on("keyup-SHIFT", () => {
this.player.sprint = false;
});
}
update() {
// Arrow keys
if (this.cursors.left.isDown) {
this.player.setVelocityX(-160);
} else if (this.cursors.right.isDown) {
this.player.setVelocityX(160);
} else {
this.player.setVelocityX(0);
}
// Jump
if (this.cursors.up.isDown && this.player.body!.touching.down) {
this.player.setVelocityY(-330);
}
// WASD alternative
if (this.wasd.A.isDown) {
this.player.setVelocityX(-160);
}
// Single key check
if (Phaser.Input.Keyboard.JustDown(this.jumpKey)) {
this.player.jump();
}
// Shoot while held
if (this.shootKey.isDown) {
this.player.shoot();
}
}
}
```
### Level 2: Mouse and Touch Input
```typescript
create() {
// Pointer (unified mouse/touch)
this.input.on('pointermove', (pointer: Phaser.Input.Pointer) => {
this.player.rotation = Phaser.Math.Angle.Between(
this.player.x, this.player.y,
pointer.x, pointer.y
);
});
this.input.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
this.shoot(pointer.x, pointer.y);
});
// Dragging game objects
const box = this.add.image(400, 300, 'box');
box.setInteractive({ draggable: true });
this.input.setDraggable([box]);
this.input.on('drag', (pointer: any, gameObject: Phaser.GameObjects.Image, dragX: number, dragY: number) => {
gameObject.x = dragX;
gameObject.y = dragY;
});
// Click-specific detection
this.input.on('gameobjectdown', (pointer: any, gameObject: any) => {
gameObject.setTint(0xff0000);
});
// Zone interaction
const zone = this.add.zone(400, 300, 200, 200);
zone.setInteractive({ useHandCursor: true });
zone.on('pointerover', () => {
zone.setFillStyle(0x444444);
});
zone.on('pointerout', () => {
zone.setFillStyle(0x000000);
});
}
```
### Level 3: Virtual Joystick for Mobile
```typescript
export class GameScene extends Phaser.Scene {
private joystick!: {
base: Phaser.GameObjects.Image;
knob: Phaser.GameObjects.Image;
};
private joystickActive = false;
private joystickPointerId: number | null = null;
private joystickVector = { x: 0, y: 0 };
create() {
// Only show on touch devices
if (this.sys.game.device.os.android || this.sys.game.device.os.iOS) {
this.createVirtualJoystick();
}
}
createVirtualJoystick() {
const joyX = 100;
const joyY = this.scale.height - 100;
const radius = 50;
// Joystick base
const base = this.add.circle(joyX, joyY, radius, 0x444444, 0.5);
base.setScrollFactor(0);
base.setDepth(1000);
// Joystick knob
const knob = this.add.circle(joyX, joyY, 20, 0x888888, 0.8);
knob.setScrollFactor(0);
knob.setDepth(1001);
this.joystick = { base, knob };
// Touch input for joystick
this.input.on("pointerdown", (pointer: Phaser.Input.Pointer) => {
const dist = Phaser.Math.Distance.Between(
pointer.x,
pointer.y,
joyX,
joyY,
);
if (dist < radius && this.joystickPointerId === null) {
this.joystickActive = true;
this.joystickPointerId = pointer.id;
}
});
this.input.on("pointermove", (pointer: Phaser.Input.Pointer) => {
if (this.joystickActive && pointer.id === this.joystickPointerId) {
const angle = Phaser.Math.Angle.Between(
joyX,
joyY,
pointer.x,
pointer.y,
);
const dist = Math.min(
Phaser.Math.Distance.Between(joyX, joyY, pointer.x, pointer.y),
radius,
);
this.joystick.knob.x = joyX + Math.cos(angle) * dist;
this.joystick.knob.y = joyY + Math.sin(angle) * dist;
// Normalized vector (-1 to 1)
this.joystickVector.x = (this.joystick.knob.x - joyX) / radius;
this.joystickVector.y = (this.joystick.knob.y - joyY) / radius;
}
});
this.input.on("pointerup", (pointer: Phaser.Input.Pointer) => {
if (pointer.id === this.joystickPointerId) {
this.joystickActive = false;
this.joystickPointerId = null;
this.joystick.knob.x = joyX;
this.joystick.knob.y = joyY;
this.joystickVector = { x: 0, y: 0 };
}
});
}
update() {
if (this.joystickActive) {
this.player.setVelocity(
this.joystickVector.x * this.player.speed,
this.joystickVector.y * this.player.speed,
);
}
}
}
```
### Level 4: Gamepad Support
```typescript
create() {
// Gamepad is auto-enabled in Phaser 3
// Check for gamepad connection
this.input.gamepad!.on('connected', (gamepad: Phaser.Input.Gamepad.Gamepad) => {
console.log('Gamepad connected:', gamepad.id);
});
this.input.gamepad!.on('disconnected', (gamepad: Phaser.Input.Gamepad.Gamepad) => {
console.log('Gamepad disconnected:', gamepad.id);
});
}
update() {
const pads = this.input.gamepad!.gamepads;
for (let i = 0; i < pads.length; i++) {
const pad = pads[i];
if (!pad || !pad.connected) continue;
// Left stick
if (pad.axes.length >= 2) {
const axisX = pad.axes[0].getValue(); // -1 to 1
const axisY = pad.axes[1].getValue();
this.player.setVelocity(axisX * 200, axisY * 200);
}
// D-pad
if (pad.buttons[12]?.isDown) this.player.setVelocityY(-160); // Up
if (pad.buttons[13]?.isDown) this.player.setVelocityY(160); // Down
if (pad.buttons[14]?.isDown) this.player.setVelocityX(-160); // Left
if (pad.buttons[15]?.isDown) this.player.setVelocityX(160); // Right
// Face buttons
if (pad.buttons[0]?.isDown) this.player.jump(); // A/X
if (pad.buttons[1]?.isDown) this.player.shoot(); // B/O
// Shoulders
if (pad.buttons[4]?.isDown) this.player.previousWeapon(); // L1
if (pad.buttons[5]?.isDown) this.player.nextWeapon(); // R1
}
}
```
### Level 5: Input Manager Class
```typescript
class InputManager {
private keyboard: { cursors: Phaser.Types.Input.Keyboard.CursorKeys; wasd: any };
private gamepadIndex = 0;
private virtualJoystick = { active: false, x: 0, y: 0 };
constructor(private scene: Phaser.Scene) {
this.setupKeyboard();
this.setupGamepad();
this.setupVirtualControls();
}
private setupKeyboard() {
this.keyboard = {
cursors: this.scene.input.keyboard!.createCursorKeys(),
wasd: this.scene.input.keyboard!.addKeys('W,A,S,D')
};
}
private setupGamepad() {
this.scene.input.gamepad!.on('connected', () => {
this.gamepadIndex = 0;
});
}
private setupVirtualControls() {
if (this.scene.sys.game.device.os.android ||
this.scene.sys.game.device.os.iOS) {
// Setup virtual joystick (see Level 3)
}
}
getMovement(): { x: number; y: number } {
// Gamepad first
const pad = this.scene.input.gamepad!.getPad(this.gamepadIndex);
if (pad && pad.connected && pad.axes.length >= 2) {
return {
x: pad.axes[0].getValue(),
y: pad.axes[1].getValue()
};
}
// Virtual joystick second
if (this.virtualJoystick.active) {
return {
x: this.virtualJoystick.x,
y: this.virtualJoystick.y
};
}
// Keyboard fallback
let x = 0, y = 0;
if (this.keyboard.cursors.left.isDown || this.keyboard.wasd.A.isDown) x = -1;
if (this.keyboard.cursors.right.isDown || this.keyboard.wasd.D.isDown) x = 1;
if (this.keyboard.cursors.up.isDown || this.keyboard.wasd.W.isDown) y = -1;
if (this.keyboard.cursors.down.isDown || this.keyboard.wasd.S.isDown) y = 1;
return { x, y };
}
isJumpPressed(): boolean {
return this.keyboard.cursors.up.isDown ||
this.keyboard.wasd.W.isDown ||
(this.scene.input.gamepad!.getPad(this.gamepadIndex)?.buttons[0]?.isDown);
}
isAttackJustPressed(): boolean {
return Phaser.Input.Keyboard.JustDown(
this.scene.input.keyboard!.addKey('SPACE')
) || this.scene.input.gamepad!.getPad(this.gamepadIndex)?.buttons[1]?.justDown;
}
}
// In scene
create() {
this.inputManager = new InputManager(this);
}
update() {
const move = this.inputManager.getMovement();
this.player.setVelocity(move.x * 200, move.y * 200);
if (this.inputManager.isJumpPressed()) {
this.player.jump();
}
}
```
## Anti-Patterns
❌ **DON'T:**
- Create new Key objects every frame - reuse from create()
- Ignore JustDown/JustUp for trigger actions
- Mix coordinate systems for input
- Forget pointer ID for multi-touch
- Hardcode only keyboard input
- Use polling for all input (use events when appropriate)
✅ **DO:**
- Create keys once in create()
- Use JustDown/JustUp for one-shot actions
- Normalize input vectors
- Track pointer IDs for multi-touch
- Support multiple input methods
- Combine event listeners with polling
## Code Patterns
### Key Combination Detection
```typescript
// Ctrl+Z to undo
this.input.keyboard!.on("keydown-Z", () => {
const ctrlKey = this.input.keyboard!.checkDown(
this.input.keyboard!.addKey("CTRL"),
100,
);
if (ctrlKey) {
this.undo();
}
});
// Double tap detection
let lastTapTime = 0;
this.input.on("pointerdown", () => {
const now = this.time.now;
if (now - lastTapTime < 300) {
this.doubleTap();
}
lastTapTime = now;
});
```
### Smooth Input Damping
```typescript
update() {
// Smooth movement with lerp
const targetX = this.input.activePointer.x;
const targetY = this.input.activePointer.y;
this.player.x = Phaser.Math.Linear(this.player.x, targetX, 0.1);
this.player.y = Phaser.Math.Linear(this.player.y, targetY, 0.1);
}
```
## Checklist
- [ ] Keys created in create() not update()
- [ ] JustDown/JustUp used for triggers
- [ ] Multi-touch handled correctly
- [ ] Gamepad fallback to keyboard
- [ ] Virtual controls for mobile
- [ ] Input vectors normalized
- [ ] Dead zones applied to analog input
## Reference
- [Phaser Input](https://photonstorm.github.io/phaser3-docs/Phaser.Input.InputPlugin.html) — Input system
- [Keyboard Plugin](https://photonstorm.github.io/phaser3-docs/Phaser.Input.Keyboard.KeyboardPlugin.html) — Keyboard API
- [Gamepad Plugin](https://photonstorm.github.io/phaser3-docs/Phaser.Input.Gamepad.GamepadPlugin.html) — Gamepad API
Platform guidance
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by feliperyba
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