---
title: "Handle Multiple Overlapping Input Events"
description: "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."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/input/mouse/view/top-only-up-and-down-events
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.

# 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.

A Phaser 4.1.0 example in [Input / Mouse](https://phaser.io/oss/examples/v4.1.0/input/mouse.md). It runs at 800 × 600, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/input/mouse/view/top-only-up-and-down-events.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### top only up and down events.js

```js
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);
```

## More in Mouse

- [Check Button Released](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/check-button-released.md): Detect which specific mouse button (left, right, middle, back, or forward) was released using pointer helper methods like leftButtonReleased and rightButtonReleased.
- [Circle Hit Area](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/circle-hit-area.md): Learn how to define a circular interactive hit area for a Sprite using a Geometric Circle shape and custom input callbacks.
- [Click Sprite](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/click-sprite.md): Enable input on a sprite to detect pointer events and change its visual state using tints during interactions.
- [Continuous Input Polling](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/poll-always.md): Demonstrates how to use setPollAlways to trigger interaction events, like pointer over and out, even when the mouse is stationary but the object is moving.
- [Ellipse Hit Area](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/ellipse-hit-area.md): Demonstrates how to define a custom elliptical hit area for a sprite using a geometric shape and a contains check for pointer interaction.
- [Geometric Shape Hit Areas](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/shape-hit-tests.md): Demonstrates how to define custom interactive hit areas for sprites using geometric shapes including Polygons, Circles, Ellipses, Rectangles, and Triangles.
- [Input Interactivity with Sprite Origins](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/origin-tests.md): Demonstrates how setting different origin points on interactive Sprites affects their hit detection and mouse hover areas.
- [Input Top Only](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/top-only.md): Demonstrates how to use the input topOnly property to ensure that only the top-most interactive GameObject receives input events when multiple objects overlap.
- [Interactive Text Hover Effects](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/text-input-test.md): Demonstrates how to enable input on Text Game Objects and use the gameobjectover and gameobjectout events to apply visual tint effects when hovering.
- [Mass Interactive Sprite Grid](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/mass-scrolling-sprite-test.md): A performance test featuring 10,000 interactive sprites in a grid. Demonstrates using shared hit areas for input, smoothed camera controls for navigation, and pointer events to highlight or hide objects.
- [Mass Scrolling Interactive Sprites](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/mass-scrolling-sprite-test-no-cull.md): A stress test demonstrating input events and performance across 10,000 interactive sprites in a large grid, featuring camera controls and disabled camera culling.
- [Mass Sprite Input Detection](https://phaser.io/oss/examples/v4.1.0/input/mouse/view/mass-sprite-test.md): Demonstrates efficient pointer event handling for a large number of sprites arranged in a grid using groups and hit area callbacks.
- [All 25 examples in Mouse](https://phaser.io/oss/examples/v4.1.0/input/mouse.md)

---

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