What problem does it solve? Phaser 4's geometry and math APIs span dozens of classes and hundreds of functions, making it hard to recall exact signatures, namespaces, and v4-specific changes when writing game code. This Skill provides a structured reference so you can quickly find the right Geom class, intersection test, vector operation, or math helper without digging through source files. ## Core Features & Use Cases - Geometry Classes & Intersections: Covers Circle, Ellipse, Line, Polygon, Rectangle, and Triangle with their static helpers, plus all boolean and point-returning tests under Phaser.Geom.Intersects. - Math Utilities: Documents Vector2, Vector3, Matrix4, angles, distances, interpolation, easing, snapping, fuzzy comparison, and the seeded RandomDataGenerator. - Color Utilities: Explains the Phaser.Display.Color class, HSV/RGB conversion, and color interpolation helpers. - Use Case: While building a collision system, you need to test whether a line of sight crosses a wall rectangle and get the exact intersection point. This Skill points you to Phaser.Geom.Intersects.GetLineToRectangle with the correct argument order and notes the v4 gotcha that Geom objects are data-only and cannot be rendered directly. ## Quick Start Ask how to detect whether a circle overlaps a rectangle in Phaser 4 and get the intersection points.