animations

Create and control sprite animations in Phaser 4 games.

Updated May 16, 2026
One-click install
npx skills add https://github.com/ckyeon/claude-code-settings --skill animations-ckyeon
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: animations
Source: https://github.com/ckyeon/claude-code-settings/tree/main/project-templates/phaser/.claude/skills/animations
Command: npx skills add https://github.com/ckyeon/claude-code-settings --skill animations-ckyeon

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

This Skill provides a streamlined process to create and control sprite animations in Phaser 4, simplifying the workflow and enabling developers to create engaging visual content.

Core Features & Use Cases

  • Sprite Animations: Offers tools for spritesheet and atlas animations, including the AnimationManager and AnimationState.
  • Animation Control: Facilitates play/stop/chaining animations, frame callbacks, and event triggering.
  • Use Case: Ideal for game development scenarios where you need to animate characters or objects within a game, enhancing the interactive experience.

Quick Start

Use the animations skill with Phaser 4 to create a simple sprite animation. Load a spritesheet in the preload function and then define and play the animation 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 create and control sprite animations in Phaser 4?

Sprite animation in Phaser 4 is automated by loading a spritesheet in the preload function, then defining and playing the animation on a sprite via AnimationManager and AnimationState APIs.

What is the best way to manage spritesheet animations and chaining in Phaser 4?

Managing spritesheet animations in Phaser 4 is handled through the AnimationManager, which facilitates play, stop, and chaining animations, alongside frame callbacks and event triggering.

Do I need Phaser 4 to use this animation management workflow?

Yes, Phaser 4 is required to function, as the animation management workflow integrates directly with Phaser 4's specific animation APIs and AnimationState.

Can I trigger frame callbacks and events when playing sprite animations?

Yes, triggering frame callbacks and events is supported by the animation control features, which facilitate event triggering and frame callbacks during sprite animation playback.

Does this workflow support both spritesheet and atlas animations?

Yes, the workflow supports both spritesheet and atlas animations, offering tools for both formats through the AnimationManager and AnimationState integration.