---
title: "2D controls: API"
package: "@phaser-ae/controls-2d"
tier: Free
version: 3.0.0-0
released: 2026-10-19
updated: 2026-10-19
description: "Named actions and move and aim axes for 2D games, from keyboard, gamepad and touch, for one to four players, with rebinding while the game runs."
url: https://phaser.io/packs/controls-2d/api
site: Phaser - https://phaser.io
---

# 2D controls: API

`@phaser-ae/controls-2d` — Named intents and move / aim axes from keyboard, gamepad and touch codes, for one to four players, rebindable at run time.

## The pack

### `controls2d`

```ts
function controls2d(opts: ControlsOptions = {}): Pack<{ controls: ControlsApi }>
```

The 2D controls pack. Samples every player's intents once per fixed step (`controls-2d.intents` hook) from
keyboard, gamepad and touch codes, and returns `controls`. Requires a 2D world, for the pointer's world position.

## Functions

### `resolveBindings`

```ts
function resolveBindings(opts: ControlsOptions = {}): PlayerBindings[]
```

The bindings the options describe, one per player. Throws on a malformed set.

## Constants

### `DEFAULT_BINDINGS`

```ts
const DEFAULT_BINDINGS: PlayerBindings
```

The defaults, for one player: WASD and the arrows move; Space or J fire, E or K action, Escape pause; pad A, B and
Start; the first connected pad, its left stick moving and its right stick aiming.

## Types

### `AimOrigin`

```ts
interface AimOrigin
```

A point the aim axis is measured from: the player, usually. Anything with a live `x` and `y` will do.

- `readonly x: number` — World x.
- `readonly y: number` — World y.

### `Axis`

```ts
type Axis = 'move' | 'aim'
```

The two axes: `move` from keys or a stick, `aim` from the pointer or the right stick, measured from the aim origin.

### `ControlsApi`

```ts
interface ControlsApi extends PlayerControls
```

`game.controls`: player 0's controls, every player's, and the pointer.

- `player(n: number): PlayerControls` — Player `n`'s controls. Throws for a player the options did not configure.
- `readonly players: number` — How many players are configured.
- `readonly pointer: { x: number; y: number; down: boolean; pressed: boolean; released: boolean } | null` — The pointer in WORLD units, or null. `pressed` / `released` went down / up since the last step, latched by the kernel: read them for a tap, not `down` from step to step, which misses a click shorter than a frame.

### `ControlsOptions`

```ts
interface ControlsOptions
```

Manifest options.

- `bindings?: { move?: Partial<MoveKeys>; intents?: Record<string, IntentBinding | null>; pad?: number | 'any' | 'none'; stick?: 'left' | 'right' }` — Overrides for the single player, merged over `DEFAULT_BINDINGS`: `move` replaces the directions it names, `intents` replaces the intents it names (null removes one), `pad` and `stick` replace. Ignored when `players` is given.
- `players?: PlayerBindings[]` — Two or more players, each bound in full (nothing is merged, so two players never share the defaults). A player without `pad` gets the pad in its own slot. At most 4.
- `aimDeadzone?: number` — A pointer closer than this, world units, to the aim origin gives aim `{0, 0}`. Default 12.

### `IntentBinding`

```ts
interface IntentBinding
```

What drives one intent: any key in `keys` or any pad button in `pad`.

- `keys?: string[]` — Key codes (`KeyboardEvent.code`, or a code a touch control presses, such as `'Touch:fire'`).
- `pad?: string[]` — Gamepad button names: `a b x y lb rb lt rt back start ls rs up down left right`.

### `MoveKeys`

```ts
interface MoveKeys
```

Key codes (`KeyboardEvent.code`) per direction; any held key counts.

- `up: string[]` — Keys that push up (negative y).
- `down: string[]` — Keys that push down (positive y).
- `left: string[]` — Keys that push left (negative x).
- `right: string[]` — Keys that push right (positive x).

### `PlayerBindings`

```ts
interface PlayerBindings
```

One player's bindings.

- `move?: MoveKeys` — Keys per direction for the move axis. Omit for a pad-only player.
- `intents: Record<string, IntentBinding>` — The intents, by any name the game chooses (`fire`, `jump`, `dash`…).
- `pad?: number | 'any' | 'none'` — Which gamepad drives this player: a slot index, `'any'` for the first connected pad, or `'none'`.
- `stick?: 'left' | 'right'` — The pad's stick for the move axis; the other stick aims. Default `'left'`.

### `PlayerControls`

```ts
interface PlayerControls
```

One player's controls: intents and axes, never keys.

- `readonly index: number` — This player's index, from 0.
- `axis(name: Axis): { x: number; y: number }` — A direction of length ≤ 1. `move`: the keys (digital) or else the move stick (analogue); the game cannot tell. `aim`: the aim stick when it is pushed, else a unit vector from the aim origin to the pointer; `{0, 0}` with neither, or with the pointer within `aimDeadzone` of the origin.
- `pressed(intent: string): boolean` — Held this fixed step. An intent this player has no binding for throws, naming the bound ones.
- `justPressed(intent: string): boolean` — True for exactly one fixed step, even for a key tapped down and up between two steps.
- `justReleased(intent: string): boolean` — True for the one fixed step after the intent was let go.
- `aimFrom(origin: AimOrigin | null): void` — Measure `aim` from this point (the player); null measures from the camera's centre. Scene-scoped.
- `bind(intent: string, binding: IntentBinding | null): void` — Rebind an intent, or add a new one; null removes it. Lasts until rebound: a settings screen calls it.
- `bindMove(keys: MoveKeys | null): void` — Rebind the move keys; null leaves the move axis to the pad.
- `usePad(pad: number | 'any' | 'none'): void` — Change which pad drives this player.
- `bindings(): PlayerBindings` — A copy of the current bindings, for a settings screen or a save.

---

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