What problem does it solve? Scheduling time-based behavior in Phaser 4 games—delayed actions, repeating spawners, cooldowns, and choreographed cutscenes—requires correct use of the Clock plugin, TimerEvent, and Timeline APIs, where mistakes like off-by-one repeat counts or forgotten play() calls cause subtle bugs. ## Core Features & Use Cases - Timer Management: Create one-shot delayed calls, finite repeating timers, and infinite loops via this.time.addEvent and delayedCall, with pause, resume, removal, and per-timer time scaling. - Timeline Sequencing: Choreograph cutscenes mixing callbacks, tweens, sounds, property sets, and custom events using absolute (at) or relative (from, in) timing, with looping and conditional guards. - Time Control: Apply slow motion or fast forward through Clock and per-event timeScale, and read progress with getElapsed, getRemaining, and getOverallProgress. - Use Case: Build an enemy wave spawner that fires every 3 seconds, then sequence a level-intro cutscene with tweens and sound effects that transitions to gameplay on a custom event. ## Quick Start Ask the AI to create a Phaser 4 scene timer that spawns an enemy every two seconds and a timeline that plays an intro cutscene before gameplay starts.