What problem does it solve? Phaser 4 game developers often struggle with scheduling time-based events correctly, from one-shot delays and repeating spawners to choreographed cutscenes, and hit subtle bugs like off-by-one repeat counts or timelines that never start. ## Core Features & Use Cases - Clock and TimerEvent Management: Create one-shot delayed calls, finite repeating timers, and infinite loops with per-event and global time scaling, pausing, and progress inspection. - Timeline Sequencing: Choreograph cutscenes mixing callbacks, tweens, sounds, property sets, and custom events using absolute, relative, or conditional timing. - Gotcha Avoidance: Documents twelve common pitfalls such as timelines starting paused, repeat off-by-one errors, and timer reset requiring re-addition to the Clock. - Use Case: When building a wave spawner that fires every 3 seconds, a slow-motion effect via timeScale, or an intro cutscene with synchronized tweens and sounds, this Skill provides the exact API patterns and configuration tables. ## Quick Start Ask the AI to create a Phaser 4 repeating timer that spawns an enemy every two seconds and pauses when the scene pauses.