What problem does it solve? Phaser 4 Game Objects share behavior through a mixin component system, and developers need accurate reference material to know which methods and properties each component provides, which Game Objects include which components, and what changed between Phaser 3 and v4. ## 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 RenderNodes, RenderSteps, Filters, and FilterList systems. - Component-to-Object Matrix: A reference table shows exactly which components are available on Sprite, Image, Text, Container, TileSprite, Video, and Graphics. - Migration Gotchas: Documents v4 breaking changes such as the removal of setTintFill, Canvas-only Mask behavior, and the new TintMode system. - Use Case: While building a Phaser 4 game, you need to make a HUD element ignore camera scrolling and add a glow effect to a sprite. This Skill tells you to use setScrollFactor(0) for the HUD and enableFilters() with filters.internal.addGlow() for the effect. ## Quick Start Ask how to apply a tint, set depth ordering, or enable lighting on a Phaser 4 sprite and get the exact component methods with chaining examples.