What problem does it solve? Phaser 4 game developers often struggle with scheduling time-based events correctly, hitting off-by-one errors with repeat counts, forgetting that Timelines start paused, or misusing timeScale and callbackScope. This Skill provides accurate, source-grounded guidance for the Clock plugin, TimerEvent, and Timeline APIs so time-based gameplay logic works as intended. ## Core Features & Use Cases - TimerEvent Patterns: Covers delayedCall, finite repeats, infinite loops, startAt shortcuts, pausing, removing, and resetting timers with correct callbackScope handling. - Timeline Sequencing: Explains absolute (at) and relative (from, in) scheduling, conditional events, looping, and full cutscene choreography with tweens, sounds, and custom events. - Time Control: Documents timeScale for slow motion, pausing the Clock versus individual timers, and reading timer progress and remaining time. - Use Case: When building a wave spawner that fires every 3 seconds, a slow-motion effect on player death, or a scripted intro cutscene, consult this Skill to write correct Phaser 4 timer code and avoid the 12 documented gotchas. ## Quick Start Ask the AI to create a Phaser 4 scene timer that spawns an enemy every two seconds and a timeline that plays a short intro cutscene.