Agent skill · Audited from source
input-keyboard-mouse-touch
skill · phaserjs/phaserMIT licenceAudited 31 Oct 2026 · source d14f4c86f869
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit d14f4c86f869 and found no filesystem, network or shell access and no hard-coded secrets. What it does: Use this skill when handling user input in Phaser 4. Covers keyboard keys, mouse clicks and movement, touch events, pointer handling, drag and drop, hit areas, interactive objects, and gamepad support. Triggers on:…
Cite
Cite this page
ModelsAtlas. “input-keyboard-mouse-touch (phaserjs/phaser)”. Retrieved 31 Oct 2026. https://modelsatlas.com/skills/phaserjs/input-keyboard-mouse-touch
Trust audit
Audit 0.4.1 · source read 31 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | PASS | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha d14f4c86f869 · 31 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publisherphaserjs GitHub organizationOwner of the repository this skill is read from
- Source folderphaserjs/phaser/skills/input-keyboard-mouse-touchThe exact folder we audited
- LicenceMITAs the repository states it
- Commit pinned for this verdictd14f4c86f869A new audit runs when the source changes
- Repository statusNot archivedLast push 70 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Use this skill when handling user input in Phaser 4. Covers keyboard keys, mouse clicks and movement, touch events, pointer handling, drag and drop, hit areas, interactive objects, and gamepad support. Triggers on:…
---
name: input-keyboard-mouse-touch
description: "Use this skill when handling user input in Phaser 4. Covers keyboard keys, mouse clicks and movement, touch events, pointer handling, drag and drop, hit areas, interactive objects, and gamepad support. Triggers on: keyboard, mouse, touch, pointer, drag, drop, click, input, gamepad, cursor keys."
---
# Input: Keyboard, Mouse, Touch, and Gamepad
> Phaser provides a unified input system accessed via `this.input` in any Scene. It supports keyboard polling and events, mouse/pointer interaction with Game Objects (click, hover, drag), multi-touch, mouse wheel, and gamepad input. Input can be handled through event listeners or by polling state each frame.
**Key source paths:** `src/input/InputPlugin.js`, `src/input/Pointer.js`, `src/input/keyboard/KeyboardPlugin.js`, `src/input/keyboard/keys/Key.js`, `src/input/keyboard/keys/KeyCodes.js`, `src/input/keyboard/combo/KeyCombo.js`, `src/input/gamepad/GamepadPlugin.js`, `src/input/gamepad/Gamepad.js`, `src/input/events/`, `src/input/keyboard/events/`
**Related skills:** ../sprites-and-images/SKILL.md, ../events-system/SKILL.md, ../scenes/SKILL.md
## Quick Start (basic keyboard + pointer input)
```js
class MyScene extends Phaser.Scene {
create() {
// Keyboard: create cursor keys (up, down, left, right, space, shift)
this.cursors = this.input.keyboard.createCursorKeys();
// Keyboard: listen for a specific key event
this.input.keyboard.on('keydown-SPACE', (event) => {
console.log('Space pressed');
});
// Pointer: listen for click/tap anywhere on the game canvas
this.input.on('pointerdown', (pointer) => {
console.log('Clicked at', pointer.x, pointer.y);
});
// Pointer: make a Game Object interactive and clickable
const sprite = this.add.sprite(400, 300, 'player');
sprite.setInteractive();
sprite.on('pointerdown', (pointer, localX, localY, event) => {
console.log('Sprite clicked at local', localX, localY);
});
}
update() {
// Poll cursor keys each frame
if (this.cursors.left.isDown) {
// move left
}
if (this.cursors.right.isDown) {
// move right
}
if (Phaser.Input.Keyboard.JustDown(this.cursors.space)) {
// fire once per press
}
}
}
```
## Core Concepts
### The Input Plugin (this.input)
Accessed via `this.input` in any Scene. It is an `EventEmitter` that handles all input for that Scene.
Key properties:
- `this.input.enabled` (boolean) - toggle input processing for the Scene
- `this.input.topOnly` (boolean, default `true`) - only emit events from the top-most Game Object under the pointer
- `this.input.keyboard` - the KeyboardPlugin instance
- `this.input.gamepad` - the GamepadPlugin instance
- `this.input.mouse` - the MouseManager reference
- `this.input.activePointer` - the most recently active Pointer
- `this.input.mousePointer` - the mouse Pointer (pointers[0], distinct from pointer1 which is the first touch)
- `this.input.pointer1` through `this.input.pointer10` - individual pointer references
- `this.input.dragDistanceThreshold` (number, default 0) - pixels a pointer must move before drag starts
- `this.input.dragTimeThreshold` (number, default 0) - ms a pointer must be held before drag starts
- `this.input.pollRate` (number, default -1) - how often pointers are polled; 0 = every frame, -1 = only on movement
Key methods:
- `addPointer(quantity)` - add extra pointers for multi-touch (default is 2; max 10)
- `setHitArea(gameObjects, hitArea, hitAreaCallback)` - set custom hit area on Game Objects
- `setHitAreaCircle(gameObjects, x, y, radius, callback)`
- `setHitAreaEllipse(gameObjects, x, y, width, height, callback)`
- `setHitAreaRectangle(gameObjects, x, y, width, height, callback)`
- `setHitAreaTriangle(gameObjects, x1, y1, x2, y2, x3, y3, callback)`
- `setHitAreaFromTexture(gameObjects, callback)` - use the texture frame dimensions
- `setDraggable(gameObjects, value)` - enable or disable dragging
- `makePixelPerfect(alphaTolerance)` - returns a callback for pixel-perfect hit testing
### Pointers
A `Pointer` object encapsulates both mouse and touch input. By default Phaser creates 2 pointers. Use `this.input.addPointer(quantity)` for more (up to 10 total).
Key properties:
- `x`, `y` - position in screen space (read from `position.x`, `position.y`)
- `worldX`, `worldY` - position translated through the most recent Camera
- `downX`, `downY` - position when button was pressed
- `upX`, `upY` - position when button was released
- `isDown` (boolean) - true if any button is held
- `primaryDown` (boolean) - true if primary button (left click / touch) is held
- `button` (number) - which button was pressed/released (0=left, 1=middle, 2=right)
- `buttons` (number) - bitmask of currently held buttons (1=left, 2=right, 4=middle, 8=back, 16=forward)
- `wasTouch` (boolean) - true if input came from touch
- `velocity` (Vector2) - smoothed velocity of pointer movement
- `angle` (number) - angle of movement in radians
- `distance` (number) - smoothed distance moved per frame
- `movementX`, `movementY` - relative movement when pointer is locked
- `deltaX`, `deltaY`, `deltaZ` - mouse wheel scroll amounts
- `locked` (boolean) - whether pointer lock is active
- `camera` - the Camera this Pointer last interacted with
Key methods:
- `leftButtonDown()`, `rightButtonDown()`, `middleButtonDown()`, `backButtonDown()`, `forwardButtonDown()` - check specific buttons
- `leftButtonReleased()`, `rightButtonReleased()`, `middleButtonReleased()` - check recent release
- `getDistance()` - distance between down position and current/up position
- `getDistanceX()`, `getDistanceY()` - horizontal/vertical distance
- `getDuration()` - ms between down and current time or up time
- `getAngle()` - angle between down and current/up position
- `updateWorldPoint(camera)` - recalculate Excerpt, first 6,000 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit d14f4c8
git clone https://github.com/phaserjs/phaser git -C phaser checkout d14f4c86f869
The author documents no install command, so this uses the repository directly. Our verdict covers commit d14f4c86f869 only.
Works in which agents?
What its own text says, not a test
| Agent | Status | More |
|---|---|---|
| Cursor | Mentioned in its text, not tested | Skills for Cursor · About Cursor |
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
d14f4c86f869
README badge
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Questions about input-keyboard-mouse-touch
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Sources
- github.com/phaserjs/phaser/tree/master/skills/input-keyboard-mou — the audited source at commit d14f4c86f869 and every finding aboveObserved · 31 Oct 2026
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- What does the input-keyboard-mouse-touch skill do?
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