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, which are easy to misconfigure without a structured reference. ## Core Features & Use Cases - Emitter Creation and Configuration: Create flow or burst emitters with this.add.particles(), control speed, scale, alpha, tint, color interpolation, lifespan, and gravity. - Zones and Processors: Define random and edge emission zones, death zones, particle bounds with bounce, and gravity wells that attract or repel particles. - Advanced Control: Follow game objects, use particle callbacks and events, pre-warm emitters with advance, write custom particle classes and processors. - Use Case: Add an explosion effect to a game by creating a burst emitter with explode(), random frames from a sprite sheet, and scale/alpha easing over particle lifetime. ## Quick Start Ask the AI to create a Phaser 4 particle emitter for an explosion effect using a sprite texture with burst mode and fading scale.