What problem does it solve? Phaser games are organized around scenes, but managing their lifecycle states, transitions, parallel execution, and cross-scene communication involves many subtle rules that are easy to get wrong, such as queued operations and shutdown versus sleep semantics. ## Core Features & Use Cases - Lifecycle Management: Covers init, preload, create, and update methods plus all ten scene states from PENDING to DESTROYED. - Scene Orchestration: Explains start, switch, launch, run, pause, sleep, wake, and animated transitions via the ScenePlugin. - Data and Event Communication: Documents six patterns for passing data between scenes, including the global registry and cross-scene event emitters. - Use Case: Build a game with a GameScene and a parallel UIScene that displays a live score by listening to events emitted from the game scene. ## Quick Start Ask the AI to create a Phaser scene with init, preload, create, and update methods and show how to transition to a second scene with a score value.