What problem does it solve? Phaser games rely on the EventEmitter pattern across every major system, but remembering event names, emitter scopes, and listener cleanup rules is error-prone. This Skill provides a complete reference for wiring up events correctly, preventing memory leaks and typos in event-driven game code. ## Core Features & Use Cases - Complete Event Reference: Covers all event namespaces including Scene, Game, Input, Loader, Animations, Cameras, Sound, Tweens, Arcade Physics, Textures, GameObjects, and Time, with constant-to-string mappings. - Listener Lifecycle Patterns: Shows correct usage of on, once, off, and removeAllListeners, including context binding and shutdown cleanup to prevent duplicate listeners on scene restart. - Inter-Scene Communication: Documents three methods for cross-scene messaging using game.events, the registry DataManager, and direct scene access. - Use Case: When building a Phaser game where a UI scene must react to score changes in the gameplay scene, use this Skill to set up a game.events listener with proper shutdown cleanup. ## Quick Start Ask the AI to show how to emit a custom event from one Phaser scene and listen for it in another scene with proper cleanup on shutdown.