What problem does it solve? Building particle effects like explosions, fire, smoke, and trails in Phaser 4 requires knowing the ParticleEmitter API, its flexible EmitterOp value formats, and zone systems. This Skill provides the complete reference and working patterns so you can implement effects correctly on the first attempt. ## Core Features & Use Cases - Emitter Creation & Configuration: Create flow-mode and burst-mode emitters with this.add.particles(), using flexible value formats (ranges, easing, random picks, callbacks) for speed, scale, alpha, tint, and more. - Zones & Processors: Spawn particles from random or edge emission zones, kill them with death zones, and apply gravity wells or custom ParticleProcessor logic. - Lifecycle Control: Follow game objects, pre-warm with advance, auto-stop with duration/stopAfter, and react to start/stop/complete events. - Use Case: You want an explosion when an enemy dies. Use explode mode with burst.explode(20), a scale/alpha fade over lifetime, and a color interpolation array for a fire-like effect. ## Quick Start Ask the AI to create a Phaser 4 particle emitter that bursts 20 particles with fading scale and alpha when an enemy is destroyed.