animations

Creates and manages persistent and per-sprite animations in a multi-scene game.

Updated Apr 22, 2026
One-click install
npx skills add https://github.com/arnaudruffin/dvx-phaser-game --skill animations-arnaudruffin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: animations
Source: https://github.com/arnaudruffin/dvx-phaser-game/tree/main/.agents/skills/animations
Command: npx skills add https://github.com/arnaudruffin/dvx-phaser-game --skill animations-arnaudruffin

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Creating and controlling complex sprite animations in Phaser 4 can be verbose and error-prone; this skill provides a concise model for managing AnimationManager and AnimationState, handling spritesheets and atlases, and wiring animation events.

Core Features & Use Cases

  • Global and local animation management: define and reuse animations across scenes, while allowing per-sprite overrides.
  • Playback control and sequencing: create, play, pause, stop, and chain animations with per-playback overrides and event hooks.
  • Asset integration and events: work with spritesheets and texture atlases, generate frames, and respond to animation events for gameplay logic.

Quick Start

Load a spritesheet or atlas, create a named animation, and play it on a sprite.

Frequently Asked Questions about animations

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I manage Phaser 4 sprite animations across multiple scenes?

To manage Phaser 4 sprite animations across multiple scenes, you can define global animations for reuse while allowing per-sprite overrides. This approach handles playback and animation events seamlessly across your game workflow.

How do I chain sprite animations and hook into animation events in Phaser?

You can chain sprite animations and hook into animation events by using per-playback overrides and event hooks. This allows precise sequencing control, letting your gameplay logic respond to specific animation moments.

Can I use texture atlases and spritesheets for sprite animations in Phaser 4?

Yes, you can use texture atlases and spritesheets for sprite animations in Phaser 4. The system supports asset integration via AnimationConfig to generate frames and wire animation events directly from your atlas data.

What is the best way to handle per-playback overrides for sprite animations?

The best way to handle per-playback overrides is using PlayAnimationConfig. It allows you to modify playback properties like chaining and events on the fly without altering the underlying global AnimationManager definitions.

Why does my Phaser sprite animation playback lack sequencing and event control?

Sprite animation playback lacks sequencing and event control when not properly wired through AnimationConfig. Defining explicit event hooks and chaining properties ensures your animations trigger gameplay logic accurately.