What problem does it solve? Phaser 4 Game Objects share behavior through a mixin-based component system, and developers need a single reference covering every component's properties, methods, defaults, and v4-specific changes to avoid trial-and-error coding. ## Core Features & Use Cases - Complete Component Reference: Documents Alpha, BlendMode, Depth, Flip, GetBounds, Lighting, Mask, Origin, ScrollFactor, Size, Texture, TextureCrop, Tint, Transform, Visible, PathFollower, and the v4 WebGL-only RenderNodes, RenderSteps, Filters, and FilterList systems. - Component-to-Object Matrix: The references file maps which components exist on Sprite, Image, Text, Container, TileSprite, Video, and Graphics. - Migration Gotchas: Covers v4 breaking changes such as the removal of setTintFill, Canvas-only Mask behavior, and the new TintMode system. - Use Case: When building a HUD element, look up ScrollFactor to fix it to the camera, check the matrix to confirm Container lacks GetBounds, and chain setAlpha and setDepth calls correctly. ## Quick Start Ask how to make a Phaser 4 sprite semi-transparent, tinted red, and rendered above other objects using its component methods.