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How to handle mouse move/touch move event in phaser.js?

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Phaser handles inputs via the Pointer object, which has a position property. The current active pointer can always be determined by checking game.input.activePointer. You can also add a callback for whenever the active pointer moves by setting game.input.moveCallback to your callback, like so:

game.input.moveCallback = function(pointer, x, y) {  // pointer returns the active pointer, x and y return the position on the canvas}
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