animations

Manage sprite animation lifecycles and playback states in Phaser 4.

Updated Mar 13, 2026
One-click install
npx skills add https://github.com/Dominik-Steinweg/Fragdachse --skill animations-dominik-steinweg
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: animations
Source: https://github.com/Dominik-Steinweg/Fragdachse/tree/main/.agents/skills/animations
Command: npx skills add https://github.com/Dominik-Steinweg/Fragdachse --skill animations-dominik-steinweg

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill simplifies the complex management of sprite animations in Phaser 4, resolving issues related to global versus local animation state, frame sequence configuration, and event-driven playback control.

Core Features & Use Cases

  • Animation Management: Provides a unified interface for creating, chaining, and mixing animations globally or per-sprite.
  • Advanced Playback: Supports complex features like yoyo effects, staggered playback, frame-level callbacks, and Aseprite integration.
  • Use Case: Use this skill to define a global character walk cycle once and then trigger specific, local attack animations on individual sprite instances with custom frame-level logic.

Quick Start

Use the animations skill to define a new global animation named run using the spritesheet dude with frames from 0 to 7 at 10 frames per second.

Frequently Asked Questions about animations

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

FAQPage Schema
How do I manage sprite animations in Phaser 4?

Manage sprite animations in Phaser 4 by using a unified interface to create global or local animation definitions, control playback states, and generate frame sequences from spritesheets or atlases.

How do I chain sprite animations and trigger per-frame callbacks in Phaser 4?

Chain sprite animations and trigger per-frame callbacks in Phaser 4 by utilizing event-driven animation chaining, which allows precise control over animation timing and custom frame-level logic execution.

Can I mix global and local animation states for individual sprites in Phaser?

You can mix global and local animation states in Phaser by defining a global animation once, like a walk cycle, and then triggering specific local attack animations on individual sprite instances.

Does Phaser 4 animation management support Aseprite integration and yoyo effects?

Phaser 4 animation management supports advanced playback features including Aseprite integration, yoyo effects, and staggered playback to facilitate complex game development requirements.

What is the best way to generate frame sequences from spritesheets for web games?

The best way to generate frame sequences from spritesheets for web games is using a management interface that configures animation lifecycles, frame rates, and playback states directly within the game engine.

Why use a dedicated animation manager instead of default Phaser 4 components?

Use a dedicated animation manager to resolve complex issues with global versus local animation state, frame sequence configuration, and event-driven playback control that default Phaser components handle less efficiently.