---
title: "Input Event List"
description: "Demonstrates how to receive an array of all interactive Game Objects under a pointer during an input event by disabling top-only selection."
phaser: "4.1.0"
size: "1024x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/input/pointer/view/event-list
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.

# Input Event List

Demonstrates how to receive an array of all interactive Game Objects under a pointer during an input event by disabling top-only selection.

A Phaser 4.1.0 example in [Input / Pointer](https://phaser.io/oss/examples/v4.1.0/input/pointer.md). It runs at 1024 × 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/pointer/view/event-list.

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

### event list.js

```js
class Example extends Phaser.Scene
{
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.atlas('cards', 'assets/atlas/cards.png', 'assets/atlas/cards.json');
    }

    create ()
    {
        //  Create a stack of random cards

        const frames = this.textures.get('cards').getFrameNames();

        let x = 80;
        let y = 100;

        for (let i = 0; i < 64; i++)
        {
            this.add.image(x, y, 'cards', Phaser.Math.RND.pick(frames)).setInteractive();

            x += 3;
            y += 6;
        }

        this.input.setTopOnly(false);

        this.input.on('pointerdown', function (pointer, gameObjects)
        {

            //  gameObjects is an array of ALL GameObjects that were under the pointer
            //  So let's tween them all :)

            if (gameObjects.length > 0)
            {
                this.tweens.add({
                    targets: gameObjects,
                    x: { value: 1100, duration: 1500, ease: 'Power2' },
                    delay: function (target, key, value, targetIndex)
                    {
                        return targetIndex * 100;
                    }
                });
            }

        }, this);

    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.WEBGL,
    parent: 'game-container',
    width: 1024,
    height: 600,
    scene: Example
};

const game = new Phaser.Game(config);
```

## More in Pointer

- [Drag to Draw Rectangle](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/drag-rectangle.md): Demonstrates how to dynamically draw a rectangle on the screen by using pointer events to track initial click coordinates and current drag position.
- [Drawing Sprites with Pointer Move](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/draw-sprites.md): Demonstrates how to create and place sprites along the path of the pointer while it is held down and moving across the screen.
- [External Link](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/external-link.md): Demonstrates how to open an external URL in a new browser window or tab using a pointer event on an interactive game object.
- [Interactive Card Stack](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/cards.md): Demonstrates how to handle click events on a stack of overlapping interactive images, where the top-most object in the display list captures the input event.
- [Multi Camera Cards](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/multi-camera-cards.md): Demonstrates how interactive game objects function across multiple cameras with different viewports, zoom levels, and rotations.
- [Multiple Scene Pointer Events](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/multiple-scene-down-event.md): Demonstrates how pointer events are handled across multiple active scenes simultaneously, showing that interactive objects in different scenes can each trigger their own independent input events.
- [Pointer Buttons](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/pointer-buttons.md): Learn how to detect specific mouse buttons (left, right, or both) and disable the browser context menu for custom input handling.
- [Pointer Buttons Debug](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/pointer-buttons-debug.md): Detect left, right, and simultaneous mouse button presses using pointer events and the native button state.
- [Pointer Debug](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/pointer-debug.md): Display real-time properties of the active pointer, including position, midpoint, velocity, and movement deltas.
- [Pointer Down Event](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/down-event.md): Handle global pointer down events to spawn sprites at the clicked location while tracking the active pointer's coordinates and duration.
- [Pointer Move Event](https://phaser.io/oss/examples/v4.1.0/input/pointer/view/move-event.md): Learn how to use the 'pointermove' event to track the pointer's position and spawn images at its current coordinates.

---

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