This covers the fundamentals of working with sprites and images in Phaser 4: factory methods, texture and frame selection, and all the visual properties you'd expect like position, scale, rotation, tint, flip, alpha, origin, and depth. The documentation clearly explains when to use Image versus Sprite (basically, use Image unless you need animations, since it skips the per-frame update cost), and digs into the component mixin system that both classes share. Good reference material for the common chaining patterns and the differences from Phaser 3, like how setTintFill is gone in favor of setTint plus setTintMode. If you're building anything visual in Phaser 4, you'll be using these methods constantly.
npx skills add https://github.com/phaserjs/phaser --skill sprites-and-images