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 reference. ## Core Features & Use Cases - Emitter Creation and Configuration: Covers this.add.particles(), flow vs explode modes, and all EmitterOp value formats (ranges, start/end easing, random, stepped, callbacks). - Zones and Processors: Emission zones (random and edge), death zones, gravity wells, particle bounds, and custom ParticleProcessor classes. - Lifecycle and Events: Following game objects, emit/death callbacks, duration/stopAfter limits, and the start/stop/complete/explode/deathzone events. - Use Case: When adding an explosion effect to a game scene, use this Skill to write a burst emitter with scale and alpha easing, color interpolation, and a death zone confining particles to the play area. ## Quick Start Use the particles skill to create a Phaser 4 burst emitter that explodes 20 particles with fading scale and alpha at the pointer position.