What problem does it solve? Applying classic design patterns to Phaser 3 games is hard because generic examples ignore scene architecture, physics, input, and performance constraints, leading to coupled code and memory leaks. ## Core Features & Use Cases - Pattern Selection Guidance: Maps real gameplay problems (entity creation, AI behavior, event decoupling) to the right pattern such as Factory, State, Observer, or Command. - Phaser-Native Implementation: Translates patterns into Phaser primitives like Scene, GameObject, Group, Events, Physics, and Input with JavaScript snippets. - Runtime Validation Rules: Enforces event unsubscription in shutdown/destroy, delta-based updates, and object pooling for bullets and particles. - Use Case: When refactoring a Phaser game where enemy AI logic is tangled in update loops, use this Skill to apply the State pattern with a full Idle/Move/Action StateMachine implementation. ## Quick Start Ask the AI to refactor your Phaser 3 enemy behavior code using the State design pattern with proper event cleanup.