Handle Multiple Overlapping Input Events

Demonstrates how to disable 'topOnly' input processing, allowing pointer events to trigger on all overlapping interactive objects simultaneously instead of just the top-most one.

Handle Multiple Overlapping Input Events, running
800 × 600
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class Example extends Phaser.Scene
{
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.image('eye', 'assets/pics/lance-overdose-loader-eye.png');
    }

    create ()
    {
        const sprite1 = this.add.sprite(400, 300, 'eye').setInteractive();
        const sprite2 = this.add.sprite(450, 350, 'eye').setInteractive();
        const sprite3 = this.add.sprite(500, 400, 'eye').setInteractive();

        //  If you disable topOnly it will fire events for all objects the pointer is over, regardless of place on the display list
        this.input.setTopOnly(false);

        //  Events

        this.input.on('gameobjectdown', (pointer, gameObject) =>
        {
            gameObject.setTint(0xff0000);
        });

        this.input.on('gameobjectup', (pointer, gameObject) =>
        {
            gameObject.clearTint();
        });
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.AUTO,
    parent: 'game-container',
    width: 800,
    height: 600,
    scene: Example
};

const game = new Phaser.Game(config);

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