What problem does it solve? Phaser 4 game objects share behavior through a mixin-based component system, and remembering which methods, properties, and renderer restrictions apply to each component is error-prone. This Skill provides a complete reference for all shared components so you can manipulate sprites, images, text, and containers correctly on the first try. ## Core Features & Use Cases - Complete Component Reference: Covers Alpha, BlendMode, Depth, Flip, GetBounds, Lighting, Mask, Origin, ScrollFactor, Size, Texture, TextureCrop, Tint, Transform, Visible, PathFollower, and the v4 WebGL-only Filters/RenderNodes systems. - v4 Migration Guidance: Documents breaking changes such as the removal of setTintFill, Canvas-only masking, and the new tint mode system. - Component-to-Object Matrix: The references file maps which components exist on Sprite, Image, Text, Container, TileSprite, Video, and Graphics. - Use Case: You are building a HUD that must stay fixed to the camera. The Skill tells you to call setScrollFactor(0), warns that physics bodies ignore scroll factor, and shows how to chain setDepth and setOrigin for correct layering. ## Quick Start Ask how to make a Phaser sprite semi-transparent, tinted red, and rendered above other objects, and apply the returned setAlpha, setTint, and setDepth calls.