What problem does it solve? Phaser's event system spans dozens of namespaces and emitters, making it easy to mistype event strings, leak listeners across scene restarts, or confuse scene-level and game-level emitters. This Skill provides a complete reference for wiring up events correctly. ## Core Features & Use Cases - Full EventEmitter API: Covers on, once, off, emit, removeAllListeners, and context binding inherited from eventemitter3. - Complete Event Reference: Documents every built-in event constant across Scene, Game, Input, Loader, Animation, Camera, Sound, Tween, Physics, Texture, GameObject, and Time namespaces. - Memory Leak Prevention: Shows shutdown cleanup patterns so listeners do not accumulate when scenes restart. - Use Case: When building a Phaser game where a UI scene must react to score changes in a gameplay scene, use this Skill to set up communication via game.events or the registry without leaking listeners on scene restart. ## Quick Start Ask the AI to show how to listen for a pointer down event and emit a custom event in a Phaser scene with proper cleanup on shutdown.