What problem does it solve? Phaser 4 games rely on an EventEmitter pattern spread across many subsystems, and developers often struggle to know which events exist, which emitter fires them, and how to avoid memory leaks from unremoved listeners. This Skill provides a complete reference and usage patterns for the entire Phaser event system. ## Core Features & Use Cases - Full EventEmitter API coverage: Documents on, once, off, emit, removeAllListeners, and context binding inherited from eventemitter3. - Complete event namespace reference: Lists every built-in event constant and string for scenes, game, input, loader, animations, cameras, sound, tweens, physics, textures, GameObjects, and timers. - Inter-scene communication patterns: Shows three methods for sharing data between scenes using game.events, the registry DataManager, and direct scene access. - Use Case: When building a game where a UI scene must react to score changes in a gameplay scene, use this Skill to wire up a custom event on game.events and clean it up correctly on scene shutdown to prevent duplicate listeners after restarts. ## Quick Start Ask the AI to set up a Phaser scene that listens for pointer input and emits a custom event, with proper listener cleanup on scene shutdown.