What problem does it solve? Managing sprite animations in Phaser 4 involves two distinct systems (the global AnimationManager and per-sprite AnimationState), plus many configuration options and event flows that are easy to misuse. This Skill provides the correct patterns for creating, playing, chaining, and debugging animations without trial and error. ## Core Features & Use Cases - Animation Creation: Build animations from spritesheets with generateFrameNumbers, from texture atlases with generateFrameNames, or directly from Aseprite JSON exports. - Playback Control: Play, reverse, pause, stop, chain, stagger, and mix animations with per-sprite or global timeScale control. - Events and Frame Callbacks: React to animationstart, animationcomplete, animationupdate, and key-specific events to trigger gameplay logic at exact frames. - Use Case: When building a hero attack sequence, define the attack animation once globally, play it on the sprite, chain back to idle, and use animationupdate to check for a hit exactly on frame 4. ## Quick Start Use the animations skill to create a looping walk animation from a spritesheet and play it on a sprite in my Phaser 4 scene.