actions-and-utilities
Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid…
Use this skill when animating properties over time in Phaser 4. Covers tweens, tween chains, easing functions, stagger, yoyo, repeat, callbacks, number tweens, and the TweenManager. Triggers on: tween, ease, animate, this.tweens.add, tween chain, stagger.
$ npx -y skills add phaserjs/phaser --skill tweens --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/tweensContext preview
The summary Claude sees to decide when to auto-load this skill.
Use this skill when animating properties over time in Phaser 4. Covers tweens, tween chains, easing functions, stagger, yoyo, repeat, callbacks, number tweens, and the TweenManager. Triggers on: tween, ease, animate, this.tweens.add, tween chain, stagger.
name: tweens description: "Use this skill when animating properties over time in Phaser 4. Covers tweens, tween chains, easing functions, stagger, yoyo, repeat, callbacks, number tweens, and the TweenManager. Triggers on: tween, ease, animate, this.tweens.add, tween chain, stagger."
> Animating properties over time in Phaser 4 -- TweenManager, creating tweens, tween config, easing functions, tween chains, stagger, yoyo, repeat, callbacks, and tween targets.
**Key source paths:** `src/tweens/TweenManager.js`, `src/tweens/tween/Tween.js`, `src/tweens/tween/TweenChain.js`, `src/tweens/tween/BaseTween.js`, `src/tweens/builders/`, `src/tweens/typedefs/`, `src/tweens/events/`, `src/math/easing/` **Related skills:** ../sprites-and-images/SKILL.md, ../animations/SKILL.md
// In a Scene's create() method:
const logo = this.add.image(100, 300, 'logo');
// Basic tween -- move the logo to x:600 over 2 seconds
this.tweens.add({
targets: logo,
x: 600,
duration: 2000,
ease: 'Power2'
});`this.tweens` is the scene's `TweenManager` instance, available in every Scene. The `add()` method creates a tween, adds it to the manager, and starts playback immediately.
Created -> Active (`onActive`) -> Start Delayed (`delay`) -> Playing (`onStart`, `onUpdate` per frame) -> Yoyo/Repeat (`onYoyo`, `onRepeat`) -> Loop (`onLoop`) -> Complete (`onComplete`, then auto-destroyed unless `persist: true`).
Tweens auto-destroy after completion. You do not need to store a reference unless you want to control them later. Set `persist: true` in the config to keep a tween alive after completion for replay via `tween.play()` or `tween.restart()`. You must manually call `tween.destroy()` on persisted tweens when done.
The `targets` property accepts a single object, an array of objects, or a function that returns either. Targets are typically Game Objects but can be any JavaScript object with numeric properties. A tween will not manipulate any property that begins with an underscore.
// Single target
this.tweens.add({ targets: sprite, alpha: 0, duration: 500 });
// Multiple targets
this.tweens.add({ targets: [sprite1, sprite2, sprite3], y: 100, duration: 1000 });this.tweens.add({
targets: sprite,
x: 400, // absolute value
y: '-=100', // relative (subtract 100 from current)
rotation: '+=3.14', // relative (add to current)
alpha: { value: 0, duration: 300, ease: 'Cubic.easeIn' }, // per-property config
scale: [0.5, 1.5, 1], // array: interpolates through values over duration
angle: function (target, key, value, targetIndex, totalTargets, tween) {
return targetIndex * 90; // function: called once per target
},
duration: 1000
});Array values use linear interpolation by default; override with the `interpolation` config (`'linear'`, `'bezier'`, `'catmull'`).
this.tweens.add({
targets: this.player,
x: 500,
y: 300,
duration: 1000,
ease: 'Sine.easeInOut'
});this.tweens.add({
targets: this.enemy,
x: { value: 600, duration: 1500, ease: 'Bounce.easeOut' },
y: { value: 200, duration: 1000, ease: 'Power2' },
alpha: { value: 0.5, duration: 500, delay: 1000 }
});this.tweens.add({
targets: this.coin,
y: '-=50',
duration: 600,
ease: 'Sine.easeInOut',
yoyo: true, // returns to start value after reaching end
hold: 200, // pause 200ms at the end value before yoyo-ing back
repeat: -1, // -1 = infinite, 0 = play once, 1 = play twice, etc.
repeatDelay: 300 // pause 300ms before each repeat
});`repeat` controls how many extra times each property plays. A `repeat` of 1 means the tween plays twice total. The `loop` property (on `BaseTween`) restarts the entire tween from scratch, including all properties. Use `repeat` for property-level looping and `loop` for tween-level looping.
Stagger offsets a value across multiple targets via `this.tweens.stagger()`:
// 100ms delay between each target
delay: this.tweens.stagger(100)
// From center outward
delay: this.tweens.stagger(200, { from: 'center' })
// Range: distribute 0-1000ms across targets
delay: this.tweens.stagger([0, 1000])
// Grid stagger with easing
delay: this.tweens.stagger(500, { grid: [10, 6], from: 'center', ease: 'Cubic.easeOut' })**StaggerConfig:** `start` (offset), `ease` (string/function), `from` (`'first'`/`'center'`/`'last'`/index), `grid` ([w, h]).
A `TweenChain` plays tweens in sequence. Each tween in the chain starts after the previous one completes:
this.tweens.chain({
targets: this.player,
tweens: [
{ x: 300, duration: 1000, ease: 'Power2' },
{ y: 500, duration: 800, ease: 'Bounce.easeOut' },
{ scale: 2, duration: 500 },
{ alpha: 0, duration: 400 }
],
loop: 1, // loop the entire chain once (plays twice total)
loopDelay: 500,
onComplete: function () {
console.log('Chain finished');
}
});Each entry in `tweens` is a standard `TweenBuilderConfig`. Chain-level config supports `loop`, `loopDelay`, `completeDelay`, `paused`, `persist`, and chain-level callbacks. Per-tween callbacks (`onUpdate`, `onRepeat`, `onYoyo`) belong on individual entries. Use `chain.add(tweenConfigs)` to append dynamically.
this.tweens.add({
targets: sprite,
x: '+=200', // add 200 to current x
y: '-=50', // subtract 50 from current y
angle: '+=180',
duration: 1000
});this.tweens.add({
targets: sprite,
x: 600,
duration: 2000,
// All callbacks receive (tween, targets, ...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.
Repo: phaserjs/phaser
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