What problem does it solve? Building particle effects like explosions, fire, and smoke in Phaser 4 requires knowing the ParticleEmitter API, its flexible EmitterOp value formats, and zone systems, which are easy to misconfigure without a structured reference. ## Core Features & Use Cases - Emitter Creation and Configuration: Create flow or burst emitters with this.add.particles(), using flexible value formats like min/max ranges, start/end easing, and stepped sequences. - Zones and Processors: Add emission zones (random or edge), death zones, gravity wells, particle bounds, and custom ParticleProcessor classes for per-particle logic. - Lifecycle Control: Follow game objects, pre-warm emitters with advance, handle emit/death callbacks, and respond to start, stop, complete, and deathzone events. - Use Case: Build an explosion effect by creating an emitter with emitting: false, then calling explode(30) on impact, with scale and alpha easing to zero over each particle's lifespan. ## Quick Start Ask the AI to create a Phaser 4 particle emitter that bursts 20 particles with fading scale and alpha when an explosion occurs.