What problem does it solve? Phaser 4 games rely on the EventEmitter pattern across every major system, and developers often struggle with typos in event strings, memory leaks from unremoved listeners, and confusion between scene-level and game-level emitters. This Skill provides the complete event API, all event namespaces, and safe listener management patterns. ## Core Features & Use Cases - Full EventEmitter API Reference: Covers on, once, off, emit, removeAllListeners, and context binding inherited from eventemitter3. - Complete Event Namespace Tables: Documents 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 cross-scene messaging using game.events, the registry DataManager, and direct scene access. - Use Case: When building a Phaser game where the UI scene must react to score changes in the gameplay scene, use this Skill to wire up game.events listeners correctly and clean them up on scene shutdown to prevent duplicate-handler bugs on restart. ## Quick Start Ask the AI to show how to listen for a pointer down event in a Phaser scene and clean up the listener when the scene shuts down.