Skip to content
Frontend
Skill

/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.

From plugin
phaser
41k28 skills

Claude Code

$ npx -y skills add phaserjs/phaser --skill animations --agent claude-code

SKILL.md

animations.SKILL.md
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 queue

Chaining 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 2x

Animation Mixing

Adds a transition delay between two specific animations, set globally on the AnimationManager.

this.anims.addMix('idle', 'w
Read more
@phaserjs
Ships withphaser

Phaser 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.

Stars on GitHub

Momentum

stars in total
40.7k
Star history of phaserjs/phaser on GitHub, a chart by star-history.com

Other skills on phaser.

actions-and-utilities

actions-and-utilities

Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game…

@phaserjs@phaserjsInstall Skill
audio-and-sound

audio-and-sound

Use this skill when adding audio or sound to a Phaser 4 game. Covers loading audio, playing sounds, music, volume, spatial audio,…

@phaserjs@phaserjsInstall Skill
cameras

cameras

Use this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites,…

@phaserjs@phaserjsInstall Skill
curves-and-paths

curves-and-paths

Use this skill when working with curves and paths in Phaser 4. Covers splines, bezier curves, lines, ellipses, path followers,…

@phaserjs@phaserjsInstall Skill
data-manager

data-manager

Use this skill when using the Phaser 4 DataManager to store custom key-value data on game objects, listen for data change events,…

@phaserjs@phaserjsInstall Skill
events-system

events-system

Use this skill when working with the Phaser 4 event system. Covers EventEmitter, scene events, game events, custom events, and…

@phaserjs@phaserjsInstall Skill

More skills from other plugins.

next-bundle-optimizer
Auto-invoked

next-bundle-optimizer

Audit and reduce Next.js browser initial-load work. Use for slow route startup, oversized client bundles, duplicate browser…

nextjs5d143k
@vercel@vercelInstall Skill
migrate-radix-to-base

migrate-radix-to-base

Migrates React projects and components from Radix UI to Base UI. Use when asked to migrate from radix, move to base-ui, convert…

ui2w127k
@shadcn-ui@shadcn-uiInstall Skill
chrome-release-cls

chrome-release-cls

Given a Chrome Releases blog post URL (chromereleases.googleblog.com), extract every CVE/bug and find the underlying Gerrit CL…

electron5d124k
@electron@electronInstall Skill
taste-skill
Auto-invoked

taste-skill

tasteskill v2, the anti-slop frontend skill. Art direction for websites, distilled from a study of 247 curated gallery sites (One…

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.