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.
- Skill ID
- phaserjs/phaser/animations
- Publisher
- phaserjs
- Repository
- phaser
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
phaserjs/phaser/animationsInstalls these files- SKILL.md
What this skill tells the agent
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(default0) -- first frame indexend(default-1, meaning last frame) -- final frame indexfirst-- a single frame to prepend before the rangeframes-- 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 numbersuffix-- appended after each frame numberstart,end-- numeric rangezeroPad-- left-pad numbers to this length with zerosframes-- 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', 'walk', 200);
this.anims.addMix('walk', 'idle', 300);
sprite.play('idle');
sprite.play('walk'); // 200ms mix delay applied automatically
this.anims.removeMix('idle', 'walk'); // remove specific pair
this.anims.removeMix('idle'); // remove all mixes for 'idle'Mix delays only apply with sprite.play(), not playAfterDelay or playAfterRepeat.
Pause, Resume, and Stop
sprite.anims.pause(); // pause per-sprite
sprite.anims.resume(); // resume per-sprite
this.anims.pauseAll(); // global pause
this.anims.resumeAll(); // global resume
sprite.anims.stop(); // stop immediately
sprite.anims.stopAfterDelay(2000); // stop after 2 seconds
sprite.anims.stopAfterRepeat(1); // stop after 1 more repeat
sprite.anims.stopOnFrame(frame); // stop when a specific frame is reachedAll stop methods fire animationstop (not animationcomplete). Chained animations trigger after stop.
Animation Events
sprite.on('animationcomplete', (anim, frame, gameObject, frameKey) => {
console.log('completed:', anim.key);
});
// Key-specific complete -- only fires for the named animation
sprite.on('animationcomplete-explode', (anim, frame, gameObject, frameKey) => {
gameObject.destroy();
});Available events: animationstart, animationcomplete, animationcomplete-{key}, animationupdate, animationstop, animationrepeat, animationrestart. All share the same callback signature: (animation, frame, gameObject, frameKey).
Frame-Level Callbacks via animationupdate
sprite.on('animationupdate', (anim, frame, gameObject, frameKey) => {
if (anim.key === 'attack' && frame.index === 4) {
this.checkHit(gameObject);
}
});Per-Frame Duration
Individual frames can have a duration (ms) that is added to the base msPerFrame.
this.anims.create({
key: 'combo',
frames: [
{ key: 'fighter', frame: 'punch1', duration: 50 },
{ key: 'fighter', frame: 'kick', duration: 200 }, // hold longer
{ key: 'fighter', frame: 'recover', duration: 100 }
],
frameRate: 24
});Visibility, Random Start, and TimeScale
// Visibility control
this.anims.create({More from phaserjs
Use this skill in a project
Open any RiverX project, search the Skills panel for phaserjs/phaser/animations, and install it in one click.
