What problem does it solve? Building visual effects manually with custom particle classes creates garbage collection pressure, lacks texture and blend mode support, and requires hand-written lifecycle management. This Skill provides Phaser 3 particle emitter patterns that handle pooling, rendering, and lifecycle automatically. ## Core Features & Use Cases - Emitter Configurations: Ready-to-use configs for fire, smoke, explosions, rain, trails, and magic sparkles with speed, scale, alpha, and lifespan controls. - Advanced Patterns: Emit zones (edge, random), death zones, per-particle onEmit callbacks, and emitters that follow game objects via startFollow(). - Particle Manager: A reusable ParticleManager class with named presets for triggering, following, stopping, and destroying emitters across scenes. - Use Case: Add a click-triggered explosion with additive blending and a player trail effect to a Phaser game scene in a few lines of TypeScript. ## Quick Start Add a Phaser particle emitter to my game scene that creates an explosion effect when the player clicks.