This post is an overview of the main phaser ce input hander that can be found at game.input in a phaser game object instance. There is much to be said about Input (what is used via game.input), and InputHander (what is used in game objects like sprites). However this post is mainly just an outline of what there is to work with via the Input instance at game.input.
When making a phaser ce project, unless I am making some kind of true idle game, will often need to accept input from a user somehow. When making a desktop game, the mouse is often something of interest. As such this post will cover how to work with a mouse pointer object that has current values from the mouse via game.input.mousePointer.
How often do I need to use a while loop, or something like Array.forEach in a project? All the time of course, it seems to come up at every twist and turn actually. I could write a post about what way of looping is the fastest, or what way is the most concise when it comes to making code a little more readable. However I am not going to bother with that sort of thing here, at least not today.