What problem does it solve? Phaser 4 games rely on the EventEmitter pattern across every major system, but remembering event names, emitter scopes, and listener cleanup rules is error-prone and causes memory leaks. This Skill provides a complete reference for wiring up events correctly across scenes, input, loaders, tweens, physics, and more. ## Core Features & Use Cases - Complete Event Reference: Covers all event namespaces including Scene, Game, Input, Loader, Animation, Camera, Sound, Tween, Physics, Texture, GameObject, and Time events with their string values and constants. - Listener Lifecycle Management: Documents on/once/off/emit patterns, context binding, and shutdown cleanup to prevent duplicate listeners on scene restarts. - Inter-Scene Communication: Shows three methods for cross-scene messaging using game.events, the registry DataManager, and direct scene access. - Use Case: When building a HUD that must react to score changes in a gameplay scene, use this Skill to set up a game.events listener with proper SHUTDOWN cleanup so the HUD never accumulates stale listeners. ## Quick Start Ask the AI to show how to listen for a pointerdown event in a Phaser scene and clean it up when the scene shuts down.