/animations
Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames.
Claude Code
$ npx -y skills add phaserjs/phaser --skill animations --agent claude-code
Codex
$ npx skills add phaserjs/phaser --skill animations -a codex -y
Cursor
$ npx skills add phaserjs/phaser --skill animations -a cursor -y
Gemini CLI
$ npx skills add phaserjs/phaser --skill animations -a gemini-cli -y
GitHub Copilot
$ npx skills add phaserjs/phaser --skill animations -a github-copilot -y
OpenCode
$ npx skills add phaserjs/phaser --skill animations -a opencode -y
Windsurf
$ npx skills add phaserjs/phaser --skill animations -a windsurf -y
SKILL.md
animations.SKILL.mdname: animations
description: "Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames."
Phaser 4 -- Sprite Animations
> AnimationManager (global), AnimationState (per-sprite), creating animations from spritesheets and atlases, playing/pausing/chaining, animation events, frame callbacks.
**Related skills:** ../sprites-and-images/SKILL.md, ../loading-assets/SKILL.md
---
Quick Start
// In preload -- load a spritesheet
this.load.spritesheet('explosion', 'explosion.png', {
frameWidth: 64,
frameHeight: 64
});
// In create -- define a global animation
this.anims.create({
key: 'explode',
frames: this.anims.generateFrameNumbers('explosion', { start: 0, end: 11 }),
frameRate: 24,
repeat: 0
});
// Play it on a sprite
const sprite = this.add.sprite(400, 300, 'explosion');
sprite.play('explode');---
Core Concepts
AnimationManager vs AnimationState
Phaser has two distinct animation objects:
| Aspect | AnimationManager | AnimationState | |---|---|---| | Access | `this.anims` (in a Scene) or `this.game.anims` | `sprite.anims` | | Scope | Global -- shared across all scenes | Per-sprite instance | | Purpose | Create/store animation definitions | Control playback on one Game Object | | Class | `Phaser.Animations.AnimationManager` | `Phaser.Animations.AnimationState` |
The AnimationManager is a singleton owned by the Game. Animations registered there are available in every Scene. The AnimationState lives on each Sprite and handles playback for that specific object.
An `Animation` is a sequence of `AnimationFrame` objects plus timing data. Created via `this.anims.create(config)` (global) or `sprite.anims.create(config)` (local to one sprite).
Local vs Global Animations
When `sprite.anims.play(key)` is called, it first checks for a local animation with that key, then falls back to the global AnimationManager. Use local for sprite-specific animations; use global when shared across sprites.
// Global animation -- available to all sprites
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });
// Local animation -- only on this sprite
sprite.anims.create({ key: 'walk', frames: 'npc_walk', frameRate: 10, repeat: -1 });
// This plays the LOCAL version because local takes priority
sprite.play('walk');---
Common Patterns
Spritesheet Animation
Use `generateFrameNumbers` for spritesheets (numeric frame indices).
this.load.spritesheet('dude', 'dude.png', { frameWidth: 32, frameHeight: 48 });
// All frames
this.anims.create({
key: 'run',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 7 }),
frameRate: 10,
repeat: -1
});
// Custom frame sequence
this.anims.create({
key: 'idle',
frames: this.anims.generateFrameNumbers('dude', { frames: [0, 1, 2, 1] }),
frameRate: 6,
repeat: -1
});`generateFrameNumbers` config:
- `start` (default `0`) -- first frame index
- `end` (default `-1`, meaning last frame) -- final frame index
- `first` -- a single frame to prepend before the range
- `frames` -- explicit array of frame indices (overrides start/end)
Atlas Animation
Use `generateFrameNames` for texture atlases (string-based frame names).
this.load.atlas('gems', 'gems.png', 'gems.json');
this.anims.create({
key: 'ruby_sparkle',
frames: this.anims.generateFrameNames('gems', {
prefix: 'ruby_',
start: 1,
end: 6,
zeroPad: 4 // produces ruby_0001 through ruby_0006
}),
frameRate: 12,
repeat: -1
});`generateFrameNames` config:
- `prefix` -- prepended to each frame number
- `suffix` -- appended after each frame number
- `start`, `end` -- numeric range
- `zeroPad` -- left-pad numbers to this length with zeros
- `frames` -- explicit array of frame numbers (overrides start/end)
If you call `generateFrameNames(key)` with no config, it returns all frames from the atlas.
String as Frames
Pass a texture key string as `frames` to use all frames from that texture, sorted numerically by default. Set `sortFrames: false` to disable sorting.
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });Yoyo and Repeat
this.anims.create({
key: 'pulse',
frames: this.anims.generateFrameNumbers('orb', { start: 0, end: 5 }),
frameRate: 10,
yoyo: true, // plays forward then backward
repeat: -1, // -1 = forever
repeatDelay: 500 // ms pause between each repeat cycle
});When `yoyo` is true, the animation plays forward then reverses. The full cycle counts as one play.
Chaining Animations
sprite.play('attack');
sprite.chain('idle'); // play idle after attack completes
sprite.chain(['fall', 'land', 'idle']); // chain multiple
sprite.anims.chain(); // clear the chain queueChaining is per-sprite. Chained animations start after `animationcomplete` or `animationstop`. An animation with `repeat: -1` never completes -- call `stop()` to trigger the chain.
Playing in Reverse
// Play an animation from last frame to first
sprite.playReverse('walk');
// Reverse direction mid-playback
sprite.anims.reverse();`playReverse` sets `forward = false` and `inReverse = true`. The `reverse()` method toggles direction mid-playback.
Play Variants
sprite.play('walk', true); // ignoreIfPlaying = true
sprite.anims.playAfterDelay('walk', 1000); // play after 1s delay
sprite.anims.playAfterRepeat('walk', 2); // play after current anim repeats 2xAnimation Mixing
Adds a transition delay between two specific animations, set globally on the AnimationManager.
this.anims.addMix('idle', 'wRead more
name: animations description: "Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames."
Phaser 4 -- Sprite Animations
> AnimationManager (global), AnimationState (per-sprite), creating animations from spritesheets and atlases, playing/pausing/chaining, animation events, frame callbacks.
**Related skills:** ../sprites-and-images/SKILL.md, ../loading-assets/SKILL.md
---
Quick Start
// In preload -- load a spritesheet
this.load.spritesheet('explosion', 'explosion.png', {
frameWidth: 64,
frameHeight: 64
});
// In create -- define a global animation
this.anims.create({
key: 'explode',
frames: this.anims.generateFrameNumbers('explosion', { start: 0, end: 11 }),
frameRate: 24,
repeat: 0
});
// Play it on a sprite
const sprite = this.add.sprite(400, 300, 'explosion');
sprite.play('explode');---
Core Concepts
AnimationManager vs AnimationState
Phaser has two distinct animation objects:
| Aspect | AnimationManager | AnimationState | |---|---|---| | Access | `this.anims` (in a Scene) or `this.game.anims` | `sprite.anims` | | Scope | Global -- shared across all scenes | Per-sprite instance | | Purpose | Create/store animation definitions | Control playback on one Game Object | | Class | `Phaser.Animations.AnimationManager` | `Phaser.Animations.AnimationState` |
The AnimationManager is a singleton owned by the Game. Animations registered there are available in every Scene. The AnimationState lives on each Sprite and handles playback for that specific object.
An `Animation` is a sequence of `AnimationFrame` objects plus timing data. Created via `this.anims.create(config)` (global) or `sprite.anims.create(config)` (local to one sprite).
Local vs Global Animations
When `sprite.anims.play(key)` is called, it first checks for a local animation with that key, then falls back to the global AnimationManager. Use local for sprite-specific animations; use global when shared across sprites.
// Global animation -- available to all sprites
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });
// Local animation -- only on this sprite
sprite.anims.create({ key: 'walk', frames: 'npc_walk', frameRate: 10, repeat: -1 });
// This plays the LOCAL version because local takes priority
sprite.play('walk');---
Common Patterns
Spritesheet Animation
Use `generateFrameNumbers` for spritesheets (numeric frame indices).
this.load.spritesheet('dude', 'dude.png', { frameWidth: 32, frameHeight: 48 });
// All frames
this.anims.create({
key: 'run',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 7 }),
frameRate: 10,
repeat: -1
});
// Custom frame sequence
this.anims.create({
key: 'idle',
frames: this.anims.generateFrameNumbers('dude', { frames: [0, 1, 2, 1] }),
frameRate: 6,
repeat: -1
});`generateFrameNumbers` config:
- `start` (default `0`) -- first frame index
- `end` (default `-1`, meaning last frame) -- final frame index
- `first` -- a single frame to prepend before the range
- `frames` -- explicit array of frame indices (overrides start/end)
Atlas Animation
Use `generateFrameNames` for texture atlases (string-based frame names).
this.load.atlas('gems', 'gems.png', 'gems.json');
this.anims.create({
key: 'ruby_sparkle',
frames: this.anims.generateFrameNames('gems', {
prefix: 'ruby_',
start: 1,
end: 6,
zeroPad: 4 // produces ruby_0001 through ruby_0006
}),
frameRate: 12,
repeat: -1
});`generateFrameNames` config:
- `prefix` -- prepended to each frame number
- `suffix` -- appended after each frame number
- `start`, `end` -- numeric range
- `zeroPad` -- left-pad numbers to this length with zeros
- `frames` -- explicit array of frame numbers (overrides start/end)
If you call `generateFrameNames(key)` with no config, it returns all frames from the atlas.
String as Frames
Pass a texture key string as `frames` to use all frames from that texture, sorted numerically by default. Set `sortFrames: false` to disable sorting.
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });Yoyo and Repeat
this.anims.create({
key: 'pulse',
frames: this.anims.generateFrameNumbers('orb', { start: 0, end: 5 }),
frameRate: 10,
yoyo: true, // plays forward then backward
repeat: -1, // -1 = forever
repeatDelay: 500 // ms pause between each repeat cycle
});When `yoyo` is true, the animation plays forward then reverses. The full cycle counts as one play.
Chaining Animations
sprite.play('attack');
sprite.chain('idle'); // play idle after attack completes
sprite.chain(['fall', 'land', 'idle']); // chain multiple
sprite.anims.chain(); // clear the chain queueChaining is per-sprite. Chained animations start after `animationcomplete` or `animationstop`. An animation with `repeat: -1` never completes -- call `stop()` to trigger the chain.
Playing in Reverse
// Play an animation from last frame to first
sprite.playReverse('walk');
// Reverse direction mid-playback
sprite.anims.reverse();`playReverse` sets `forward = false` and `inReverse = true`. The `reverse()` method toggles direction mid-playback.
Play Variants
sprite.play('walk', true); // ignoreIfPlaying = true
sprite.anims.playAfterDelay('walk', 1000); // play after 1s delay
sprite.anims.playAfterRepeat('walk', 2); // play after current anim repeats 2xAnimation Mixing
Adds a transition delay between two specific animations, set globally on the AnimationManager.
this.anims.addMix('idle', 'wPhaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers and has been actively developed for over 13 years.
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Questions about animations.
- Which coding agents can use animations?
- animations installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.

