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, hit testing, multi-touch) is error-prone without a consolidated reference. ## 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 & Touch Input: Handle clicks, hover, mouse wheel, multi-touch pointers, pointer lock, and right-click via a unified Pointer API on Scenes and Game Objects. - Drag and Drop & Hit Areas: Make objects draggable, define drop zones, and configure geometric or pixel-perfect hit areas with setInteractive. - Gamepad Support: Poll analog sticks, buttons, and D-pad state, and respond to connect/disconnect events. - Use Case: Build a platformer where the player moves with WASD or arrow keys, jumps with spacebar, clicks UI buttons with hover cursors, drags inventory items into slots, and supports an Xbox controller. ## Quick Start Ask the AI to set up keyboard movement with cursor keys and a clickable, draggable sprite in a Phaser Scene.