What problem does it solve? Phaser games rely on events for scene lifecycle, input, loading, animations, and inter-scene communication, but remembering event names, emitter scopes, and listener cleanup rules is error-prone and causes memory leaks. ## Core Features & Use Cases - Complete Event Reference: Covers all Phaser event namespaces including Scene, Core, Input, Loader, Animations, Cameras, Sound, Tweens, Physics, Textures, GameObjects, and Time events with their string values and constants. - Listener Lifecycle Guidance: Explains on, once, off, and removeAllListeners usage, context binding, and shutdown cleanup patterns to prevent duplicate listeners on scene restarts. - Inter-Scene Communication Patterns: Documents game.events as a global bus, the registry DataManager, and direct scene access for cross-scene messaging. - Use Case: When building a Phaser scene that listens for pointer input and emits a custom player-died event, use this Skill to wire listeners with named constants and clean them up on SHUTDOWN. ## Quick Start Ask the AI to add a pointerdown listener in a Phaser scene that emits a custom event and is properly removed when the scene shuts down.