What problem does it solve? Phaser 4 game objects share behavior through a mixin-based component system, and developers often struggle to know which components exist, which game objects support them, and what changed between Phaser 3 and v4. 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: Documents Alpha, BlendMode, Depth, Flip, GetBounds, Lighting, Mask, Origin, ScrollFactor, Size, Texture, TextureCrop, Tint, Transform, Visible, PathFollower, and the v4 WebGL-only Filters/RenderNodes systems with full member tables. - Component-to-Object Matrix: The references file maps which components are available on Sprite, Image, Text, Container, TileSprite, Video, and Graphics. - v4 Migration Guidance: Covers breaking changes such as the removal of setTintFill, Canvas-only Mask behavior, and the new TintMode system. - Use Case: While building a Phaser 4 scene, you need to fade a sprite, pin a HUD element to the camera, and apply a glow filter. This Skill tells you to use setAlpha, setScrollFactor(0), and enableFilters with filters.internal.addGlow, plus the gotchas around render flags. ## Quick Start Ask how to position, tint, mask, or apply filters to a Phaser 4 game object and get the correct component methods and v4-specific caveats.