What problem does it solve? Working with Phaser 4's camera system involves many interacting concepts—viewports versus scroll, follow lerping, effect lifecycles, and multi-camera ignore lists—and mistakes like confusing viewport position with scroll or restarting effects incorrectly cause subtle rendering bugs. This Skill provides the correct APIs, patterns, and gotchas for the Phaser 4 camera system in one place. ## Core Features & Use Cases - Camera Control Patterns: Covers scrolling, centering, zooming, bounds, deadzones, and smooth sprite following with lerp and offsets via this.cameras.main. - Camera Effects: Documents fade, flash, shake, pan, zoomTo, and rotateTo effects with their events, force flags, and completion callbacks. - Multi-Camera Setups: Explains building minimaps and HUD layers using additional cameras, ignore lists, named lookups, and the 32-camera bitmask limit. - Use Case: When adding a minimap to a Phaser game, use this Skill to create a second camera with a small viewport, set its zoom and scroll, and configure ignore lists so HUD and world objects render only in the correct cameras. ## Quick Start Ask the AI to make the main camera smoothly follow the player sprite with a deadzone and fade in from black when the scene starts.