What problem does it solve? Scheduling time-based behavior in Phaser 4 games—delayed actions, repeating spawners, cooldowns, and choreographed cutscenes—requires correct use of the Clock plugin, TimerEvent, and Timeline APIs, where mistakes like off-by-one repeat counts or forgotten play() calls cause subtle bugs. ## Core Features & Use Cases - Timer Management: Create one-shot delayed calls, finite repeating timers, and infinite loops with this.time.addEvent and delayedCall, including pausing, removal, and per-timer time scaling. - Timeline Sequencing: Choreograph ordered events with absolute (at) or relative (from, in) timing, combining callbacks, tweens, sounds, property sets, and custom events for cutscenes. - Time Control: Apply slow motion or fast forward via Clock and Timeline timeScale, pause entire scenes of timers, and read progress with getRemaining and getOverallProgress. - Use Case: Build an enemy wave spawner that fires every 3 seconds, then a cutscene timeline that moves the player, plays a door sound, and emits a completion event before starting the next scene. ## Quick Start Ask the AI to create a Phaser 4 scene timer that spawns an enemy every 2 seconds and a timeline that plays a short intro cutscene.