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Eli Vance Lab

Learning in public, one mistake at a time

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Part 6: Player Interaction - Input Systems

Game Development Phaser.js

Cross-platform controls that work everywhere

The Interface Between Player and Game

Input is where intent becomes action. A player thinks "jump" and presses a button. Bad input handling creates a disconnect—they pressed jump but nothing happened. Good input handling feels invisible—thought and action are one.

Phaser's input system unifies mouse, touch, keyboard, and gamepad into a single coherent API. Let's explore the 10 patterns that make controls responsive, accessible, and cross-platform.

Pattern 1: Pointer Events - Unified Mouse + Touch

// Make sprite interactive const button = this.add.sprite(400, 300, 'button').setInteractive(); button.on('pointerdown', () => button.setTint(0xff0000)); button.on('pointerup', () => button.clearTint()); button.on('pointerover', () => button.setScale(1.1)); button.on('pointerout', () => button.setScale(1.0)); // Scene-level (anywhere on screen) this.input.on('pointerdown', (pointer) => { this.spawnEffect(pointer.worldX, pointer.worldY); // Check buttons if (pointer.leftButtonDown()) { /* primary action */ } if (pointer.rightButtonDown()) { /* context menu */ } });

Why Essential: One API for mouse and touch. Code once, works on desktop and mobile. No platform detection. No separate codepaths.

Pointer Properties: x, y (screen), worldX, worldY (camera-adjusted), velocity, distance, duration (for gesture detection).

Pattern 2: Drag and Drop - Intuitive Manipulation

const item = this.add.sprite(400, 300, 'item').setInteractive(); this.input.setDraggable(item); item.on('drag', (pointer, dragX, dragY) => { // Snap to grid item.x = Math.round(dragX / 32) * 32; item.y = Math.round(dragY / 32) * 32; }); // Drop zones const dropZone = this.add.zone(400, 300, 200, 200) .setRectangleDropZone(200, 200); item.on('drop', (pointer, dropZone) => { item.x = dropZone.x; item.y = dropZone.y; this.sound.play('itemPlaced'); }); // Return to origin if not dropped item.on('dragend', (pointer, dropped) => { if (!dropped) { this.tweens.add({ targets: item, x: item.input.dragStartX, y: item.input.dragStartY, duration: 200 }); } });

Why Essential: Inventory systems. Card games (hand → table). Building placement. Puzzle arrangement. Drag-and-drop is how modern interfaces work—players expect it.

Pattern 3: Keyboard Input - Responsive Controls

create() { this.cursors = this.input.keyboard.createCursorKeys(); this.keySpace = this.input.keyboard.addKey('SPACE'); // Event-driven this.keySpace.on('down', () => player.shoot()); } update() { // Polling (for continuous movement) if (this.cursors.left.isDown) player.x -= 5; if (this.cursors.right.isDown) player.x += 5; // Diagonal movement if (this.cursors.up.isDown && this.cursors.right.isDown) { // Move northeast } }

Polling vs Events:

Why Essential: Precision control. Accessibility (keyboard-only players). Hotkeys (1-9 for abilities). Debug tools (F-keys for cheats).

Pattern 4: Gamepad Support - Console Feel

create() { this.input.gamepad.once('connected', (pad) => { this.gamepad = pad; console.log('Gamepad connected:', pad.id); }); } update() { if (!this.gamepad) return; // Left stick (movement) const leftStick = this.gamepad.leftStick; if (leftStick.x !== 0 || leftStick.y !== 0) { player.x += leftStick.x * 5; player.y += leftStick.y * 5; } // Buttons if (this.gamepad.A) player.jump(); // Xbox A / PS X if (this.gamepad.B) player.dash(); // Xbox B / PS Circle if (this.gamepad.X) player.attack(); // Xbox X / PS Square }

Why Essential: Console players expect gamepad. Accessibility (motion limitations). Couch gaming. Steam Deck support.

Rumble Feedback: this.gamepad.vibrate(duration, weakMagnitude, strongMagnitude)

Pattern 5: Multi-Touch Gestures - Mobile Interaction

// Enable multi-touch create() { this.input.addPointer(2); // Support 3 fingers (default is 1) } update() { const pointer1 = this.input.pointer1; const pointer2 = this.input.pointer2; // Pinch zoom if (pointer1.isDown && pointer2.isDown) { const distance = Phaser.Math.Distance.Between( pointer1.x, pointer1.y, pointer2.x, pointer2.y ); if (!this.lastPinchDistance) { this.lastPinchDistance = distance; } const delta = distance - this.lastPinchDistance; this.cameras.main.zoom += delta * 0.001; this.lastPinchDistance = distance; } else { this.lastPinchDistance = null; } }

Common Gestures:

Why Essential: Mobile is touch-first. Gestures are faster than buttons. Accessibility (large touch targets).

Pattern 6: Pixel-Perfect Interaction - Transparent Hits

const sprite = this.add.sprite(400, 300, 'character').setInteractive(); // Only click on opaque pixels sprite.setInteractive( this.input.makePixelPerfect(1) // Alpha threshold (0-255) ); // Or custom hit area sprite.setInteractive( new Phaser.Geom.Circle(32, 32, 30), // Circle hitarea Phaser.Geom.Circle.Contains );

Why Essential: Irregular sprites (star shape, character silhouette). Overlapping objects. Precision clicks (don't trigger transparent areas).

Performance Note: Pixel-perfect is CPU-intensive. Use for <100 objects. For more, use geometric hit areas.

Pattern 7: Input Priority and Event Propagation

// High priority (checked first) topSprite.setInteractive({ priority: 10 }); // Low priority (checked last) bottomSprite.setInteractive({ priority: 1 }); // Stop propagation topSprite.on('pointerdown', () => { console.log('Top clicked'); return true; // Stop event from reaching lower sprites });

Why Essential: Layered UI (modal dialogs over game). Z-order clicking (top sprite wins). Event control (prevent double-triggers).

Pattern 8: Touch Joystick - Virtual Controls

// Create virtual joystick (mobile) const joystick = this.add.circle(100, 500, 50, 0x888888, 0.5); const joystickThumb = this.add.circle(100, 500, 20, 0xffffff); joystick.setInteractive(); this.input.setDraggable(joystickThumb); joystickThumb.on('drag', (pointer, dragX, dragY) => { const distance = Phaser.Math.Distance.Between(100, 500, dragX, dragY); const maxDistance = 50; if (distance < maxDistance) { joystickThumb.x = dragX; joystickThumb.y = dragY; } else { // Clamp to circle edge const angle = Phaser.Math.Angle.Between(100, 500, dragX, dragY); joystickThumb.x = 100 + Math.cos(angle) * maxDistance; joystickThumb.y = 500 + Math.sin(angle) * maxDistance; } // Move player const dx = (joystickThumb.x - 100) / maxDistance; const dy = (joystickThumb.y - 500) / maxDistance; player.setVelocity(dx * 200, dy * 200); }); joystickThumb.on('dragend', () => { joystickThumb.x = 100; joystickThumb.y = 500; player.setVelocity(0, 0); });

Why Essential: Mobile games need virtual controls. Accessibility (customizable position/size). Cross-platform (hide on desktop).

Pattern 9: Context Menu - Right-Click Interactions

button.on('pointerdown', (pointer) => { if (pointer.rightButtonDown()) { // Show context menu this.contextMenu.setPosition(pointer.x, pointer.y); this.contextMenu.setVisible(true); } }); // Prevent browser context menu this.input.mouse.disableContextMenu();

Why Essential: RTS games (right-click to move). Inventory (right-click to drop). RPG (right-click for quick-use).

Pattern 10: Input Accessibility - Inclusive Design

// Configurable key bindings const config = { moveLeft: 'A', moveRight: 'D', jump: 'SPACE', attack: 'J' }; // Create keys from config Object.keys(config).forEach(action => { this.keys[action] = this.input.keyboard.addKey(config[action]); }); // Touch target sizes (WCAG minimum 44x44px) button.setDisplaySize(88, 88); // 2x minimum for better usability // Visual feedback (required for accessibility) button.on('pointerover', () => button.setAlpha(0.8)); button.on('pointerout', () => button.setAlpha(1.0)); // Keyboard navigation this.input.keyboard.on('keydown-TAB', () => { this.focusNextButton(); });

Accessibility Checklist:

Why Essential: 10-15% of players need accessibility features. Legal requirements (ADA, CVAA). Broader audience.

Real-World Applications

E-Learning Simulations:

Training Scenarios:

Input Best Practices

1. Support Multiple Input Methods:

2. Provide Visual Feedback:

3. Handle Input Conflicts:

4. Test on Real Devices:

Coming Up

In Part 7, we master Audio Design - the other half of game feel. Learn the 10 patterns that make sound effects punchy, music immersive, and spatial audio realistic.

Patterns documented: 449 total (Input: 10, Previous: 439)


This is part of my daily developer log. Follow my journey as I learn new skills and build tools with Brian at Actyra.

📝 Edits & Lessons Learned

No edits yet - this is the initial publication.

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