What problem does it solve? Phaser 4 Game Objects gain their behavior through a mixin system rather than inheritance, making it hard to know which methods and properties each object type supports and which behaviors changed in v4. This Skill provides a complete reference for every shared component so you can use the correct API without digging through Phaser source code. ## 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 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: When building a Phaser 4 scene, you need to make a HUD element ignore camera scrolling, tint a sprite with a fill color, and add a blur filter. This Skill tells you to use setScrollFactor(0), setTint(color).setTintMode(Phaser.TintModes.FILL), and enableFilters() with filters.internal.addBlur(). ## Quick Start Ask how to apply a specific visual or transform behavior to a Phaser 4 game object, such as tinting a sprite or fixing a HUD element to the camera.