---
title: "PointerConstraint"
docs: "Phaser v3.88.2"
url: https://phaser.io/oss/docs/api-documentation/3.88.2/class/physics-matter-pointerconstraint
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# PointerConstraint

A Pointer Constraint is a special type of constraint that allows you to click

and drag bodies in a Matter World. It monitors the active Pointers in a Scene,

and when one is pressed down it checks to see if that hit any part of any active

body in the world. If it did, and the body has input enabled, it will begin to

drag it until either released, or you stop it via the `stopDrag` method.



You can adjust the stiffness, length and other properties of the constraint via

the `options` object on creation.

**Constructor**

`new PointerConstraint(scene, world, [options])`

**Parameters**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| scene | [Phaser.Scene](https://phaser.io/oss/docs/api-documentation/3.88.2/class/scene.md) | No | A reference to the Scene to which this Pointer Constraint belongs. |
| world | [Phaser.Physics.Matter.World](https://phaser.io/oss/docs/api-documentation/3.88.2/class/physics-matter-world.md) | No | A reference to the Matter World instance to which this Constraint belongs. |
| options | object | Yes | A Constraint configuration object. |

---


**Scope**: static

> Source: [src/physics/matter-js/PointerConstraint.js#L19](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L19)  
Since: 3.0.0

## Public Members

### active

#### active: boolean


**Description:**

Is this Constraint active or not?



An active constraint will be processed each update. An inactive one will be skipped.

Use this to toggle a Pointer Constraint on and off.


> Source: [src/physics/matter-js/PointerConstraint.js#L102](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L102)  
Since: 3.0.0


---

### body

#### body: MatterJS.BodyType


**Description:**

The body that is currently being dragged, if any.


> Source: [src/physics/matter-js/PointerConstraint.js#L124](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L124)  
Since: 3.16.2


---

### camera

#### camera: [Phaser.Cameras.Scene2D.Camera](https://phaser.io/oss/docs/api-documentation/3.88.2/class/cameras-scene2d-camera.md)


**Description:**

The Camera the Pointer was interacting with when the input

down event was processed.


> Source: [src/physics/matter-js/PointerConstraint.js#L81](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L81)  
Since: 3.0.0


---

### constraint

#### constraint: MatterJS.ConstraintType


**Description:**

The native Matter Constraint that is used to attach to bodies.


> Source: [src/physics/matter-js/PointerConstraint.js#L142](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L142)  
Since: 3.0.0


---

### part

#### part: MatterJS.BodyType


**Description:**

The part of the body that was clicked on to start the drag.


> Source: [src/physics/matter-js/PointerConstraint.js#L133](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L133)  
Since: 3.16.2


---

### pointer

#### pointer: [Phaser.Input.Pointer](https://phaser.io/oss/docs/api-documentation/3.88.2/class/input-pointer.md)


**Description:**

A reference to the Input Pointer that activated this Constraint.

This is set in the `onDown` handler.


> Source: [src/physics/matter-js/PointerConstraint.js#L91](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L91)  
Since: 3.0.0


---

### position

#### position: [Phaser.Math.Vector2](https://phaser.io/oss/docs/api-documentation/3.88.2/class/math-vector2.md)


**Description:**

The internal transformed position.


> Source: [src/physics/matter-js/PointerConstraint.js#L115](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L115)  
Since: 3.0.0


---

### scene

#### scene: [Phaser.Scene](https://phaser.io/oss/docs/api-documentation/3.88.2/class/scene.md)


**Description:**

A reference to the Scene to which this Pointer Constraint belongs.

This is the same Scene as the Matter World instance.


> Source: [src/physics/matter-js/PointerConstraint.js#L62](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L62)  
Since: 3.0.0


---

### world

#### world: [Phaser.Physics.Matter.World](https://phaser.io/oss/docs/api-documentation/3.88.2/class/physics-matter-world.md)


**Description:**

A reference to the Matter World instance to which this Constraint belongs.


> Source: [src/physics/matter-js/PointerConstraint.js#L72](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L72)  
Since: 3.0.0


---

## Public Methods

### destroy

#### \<instance> destroy()


**Description:**

Destroys this Pointer Constraint instance and all of its references.


> Source: [src/physics/matter-js/PointerConstraint.js#L359](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L359)  
Since: 3.0.0


---

### getBody

#### \<instance> getBody()


**Description:**

Scans all active bodies in the current Matter World to see if any of them

are hit by the Pointer. The _first one_ found to hit is set as the active contraint

body.


**Returns:** boolean - `true` if a body was found and set, otherwise `false`.


**Fires:** [Phaser.Physics.Matter.Events#event:DRAG_START](https://phaser.io/oss/docs/api-documentation/3.88.2/event/physics-matter-events.md#DRAG_START)


> Source: [src/physics/matter-js/PointerConstraint.js#L194](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L194)  
Since: 3.16.2


---

### hitTestBody

#### \<instance> hitTestBody(body, position)


**Description:**

Scans the current body to determine if a part of it was clicked on.

If a part is found the body is set as the `constraint.bodyB` property,

as well as the `body` property of this class. The part is also set.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| body | MatterJS.BodyType | No | The Matter Body to check. |
| position | [Phaser.Math.Vector2](https://phaser.io/oss/docs/api-documentation/3.88.2/class/math-vector2.md) | No | A translated hit test position. |


**Returns:** boolean - `true` if a part of the body was hit, otherwise `false`.


> Source: [src/physics/matter-js/PointerConstraint.js#L234](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L234)  
Since: 3.16.2


---

### onDown

#### \<instance> onDown(pointer)


**Description:**

A Pointer has been pressed down onto the Scene.



If this Constraint doesn't have an active Pointer then a hit test is set to

run against all active bodies in the world during the _next_ call to `update`.

If a body is found, it is bound to this constraint and the drag begins.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| pointer | [Phaser.Input.Pointer](https://phaser.io/oss/docs/api-documentation/3.88.2/class/input-pointer.md) | No | A reference to the Pointer that was pressed. |


> Source: [src/physics/matter-js/PointerConstraint.js#L157](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L157)  
Since: 3.0.0


---

### onUp

#### \<instance> onUp(pointer)


**Description:**

A Pointer has been released from the Scene. If it was the one this constraint was using, it's cleared.

**Parameters:**
| name | type | optional | description |
| ---- | ---- | -------- | ----------- |
| pointer | [Phaser.Input.Pointer](https://phaser.io/oss/docs/api-documentation/3.88.2/class/input-pointer.md) | No | A reference to the Pointer that was pressed. |


> Source: [src/physics/matter-js/PointerConstraint.js#L178](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L178)  
Since: 3.22.0


---

### stopDrag

#### \<instance> stopDrag()


**Description:**

Stops the Pointer Constraint from dragging the body any further.



This is called automatically if the Pointer is released while actively

dragging a body. Or, you can call it manually to release a body from a

constraint without having to first release the pointer.


**Fires:** [Phaser.Physics.Matter.Events#event:DRAG_END](https://phaser.io/oss/docs/api-documentation/3.88.2/event/physics-matter-events.md#DRAG_END)


> Source: [src/physics/matter-js/PointerConstraint.js#L330](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L330)  
Since: 3.16.2


---

### update

#### \<instance> update()


**Description:**

Internal update handler. Called in the Matter BEFORE_UPDATE step.


**Fires:** [Phaser.Physics.Matter.Events#event:DRAG](https://phaser.io/oss/docs/api-documentation/3.88.2/event/physics-matter-events.md#DRAG)


> Source: [src/physics/matter-js/PointerConstraint.js#L278](https://github.com/phaserjs/phaser/blob/v3.88.2/src/physics/matter-js/PointerConstraint.js#L278)  
Since: 3.0.0


---

---

## For AI agents: Phaser AE

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- **Phaser AE in the browser** (https://phaser.io/agent): the game's design, and a crew of bots that make its art, sprites, music, sound effects, logos, title screens, game UI, textures, shaders, 3D models and video, then build, test and publish the game. Every tool there is registered with Web MCP (`document.modelContext`, with `window.phaserDesk` for browsers without it), so an agent in the user's browser can call the tools directly once the user is signed in. Tools that make something spend the user's credits.
- **The CLI** (https://phaser.io/cli): `npx -y @phaser-ae/cli` builds the game on the user's own machine with their own coding agent (Claude Code, Codex, Cursor and others). In a game's folder every command is an npm script.
- **Expansion packs** (https://phaser.io/packs): 358 packs in 20 families (163 free, 195 Pro) that every game is built from, on the Phaser AE kernel (https://phaser.io/kernel).
- **Credits** (https://phaser.io/credits): what the desk's tools spend. Bought in packs, with no plan needed.
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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
