What problem does it solve? Phaser games need external assets like images, audio, JSON data, and tilemaps fetched and cached before gameplay starts, and managing URLs, load progress, cross-origin settings, and cache keys manually is error-prone. This Skill provides complete guidance for using the Phaser Loader plugin (this.load) to queue, load, and access every supported asset type correctly. ## Core Features & Use Cases - All File Types Covered: Load images, spritesheets, texture atlases (JSON, XML, multi-atlas, Unity, Aseprite), audio with format fallbacks, video, JSON, tilemaps (Tiled, CSV, Impact), bitmap fonts, web fonts, SVG, and pack manifests. - Progress and Event Handling: Build loading screens using loader events like progress, filecomplete, and complete, with the full event lifecycle order documented. - URL and Cache Management: Configure baseURL, path, and prefix for URL resolution, and access loaded assets through global caches like this.cache.json and the Texture Manager. - Use Case: You are building a Phaser 4 game and need a loading screen that loads a sprite atlas, background music in OGG and MP3 formats, and a Tiled tilemap, showing a progress bar while assets download. ## Quick Start Show me how to load a spritesheet, background music, and a Tiled tilemap in my Phaser Scene's preload method with a progress bar.