phaserjs/phaser1 file

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.

Specification
Skill ID
phaserjs/phaser/animations
Publisher
phaserjs
Repository
phaser
Installs
0
Files
1
Synced
Sep 23, 2026
How to use it

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:

AspectAnimationManagerAnimationState
Accessthis.anims (in a Scene) or this.game.animssprite.anims
ScopeGlobal -- shared across all scenesPer-sprite instance
PurposeCreate/store animation definitionsControl playback on one Game Object
ClassPhaser.Animations.AnimationManagerPhaser.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', '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 reached

All 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({

Use this skill in a project

Open any RiverX project, search the Skills panel for phaserjs/phaser/animations, and install it in one click.

Use this skill