What problem does it solve? Phaser 4 Game Objects share behavior through a mixin component system, and developers often struggle to know which methods exist on which objects, how v4 differs from v3, and which features are WebGL-only. This Skill provides a complete reference for every component mixin so you can write correct rendering and transform code without digging through Phaser source files. ## 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 Filters/RenderNodes systems with full member tables. - Component-to-Object Matrix: The references file maps which components exist on Sprite, Image, Text, Container, TileSprite, Video, and Graphics. - v4 Migration Gotchas: Documents breaking changes such as the removal of setTintFill, Canvas-only Mask behavior, and the new TintMode system. - Use Case: While building a Phaser 4 platformer, you need a HUD element fixed to the camera with a glow effect. The Skill tells you to use setScrollFactor(0) and enableFilters() with filters.internal.addGlow(), and warns that physics bodies ignore scroll factor. ## Quick Start Ask how to apply a tint, mask, or transform to a Phaser 4 sprite and get the correct component method with chaining examples.