What problem does it solve? Building sprite animations in Phaser 4 requires coordinating the global AnimationManager, per-sprite AnimationState, frame generation from spritesheets or atlases, and event handling, which is error-prone without a consolidated reference. ## Core Features & Use Cases - Animation Creation: Define animations from spritesheets with generateFrameNumbers, from atlases with generateFrameNames, or from Aseprite JSON exports. - Playback Control: Play, reverse, pause, chain, stagger, and mix animations per sprite or globally, with repeat, yoyo, and timeScale options. - Event-Driven Logic: Hook animationstart, animationupdate, animationcomplete, and key-specific events to trigger gameplay logic at exact frames. - Use Case: Build a character controller where an attack animation plays once, chains into idle, and fires a hit-check callback on frame 4 via animationupdate. ## Quick Start Ask the AI to create a Phaser 4 sprite animation from a loaded spritesheet and play it on a sprite with a completion event handler.