What problem does it solve? Phaser 4 games rely on the EventEmitter pattern across every major system, and developers often struggle with choosing the right event namespace, avoiding typos in event strings, and preventing memory leaks from unremoved listeners on scene restarts. ## Core Features & Use Cases - Complete Event Reference: Covers all Phaser event namespaces including Scene, Core, Input, Loader, Animations, Cameras, Sound, Tweens, Arcade Physics, Textures, GameObjects, and Time events with constant-to-string mappings. - Listener Lifecycle Management: Documents on, once, off, emit, and removeAllListeners patterns with context binding rules and cleanup strategies for scene shutdown. - Inter-Scene Communication: Explains three methods for cross-scene messaging using game.events as a global bus, the registry DataManager, and direct scene access via ScenePlugin. - Use Case: When building a game where a UI scene must react to score changes in a gameplay scene, use this Skill to correctly emit 'score-changed' on game.events and clean up listeners on SHUTDOWN to avoid duplicate handlers after scene restarts. ## Quick Start Ask the AI to show how to listen for a pointer down event in a Phaser scene and properly remove the listener when the scene shuts down.