animations

Create, play, pause, and chain Phaser 4 sprite animations from spritesheets and atlases.

Updated Apr 26, 2026
One-click install
npx skills add https://github.com/kehwar/pixi-square --skill animations-kehwar
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: animations
Source: https://github.com/kehwar/pixi-square/tree/main/.agents/skills/animations
Command: npx skills add https://github.com/kehwar/pixi-square --skill animations-kehwar

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Coordinate and manage sprite animations in Phaser 4 across spritesheets and atlases.

Core Features & Use Cases

  • Create and register animations from spritesheets or atlases; play, pause, and chain animations; handle animation events and frame callbacks.
  • Use per-sprite playback and global AnimationManager controls to coordinate complex character or object animations across scenes.

Quick Start

Load your spritesheet or atlas, define an animation with this.anims.create, then play it on a sprite with sprite.play('yourKey').

Frequently Asked Questions about animations

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

FAQPage Schema
How do I create and play Phaser 4 sprite animations from a spritesheet?

To create Phaser 4 sprite animations, load your spritesheet, define the animation using this.anims.create, and trigger it on a sprite with sprite.play('yourKey').

Can I chain multiple sprite animations together in Phaser 4?

Yes, you can chain sprite animations in Phaser 4. This skill coordinates playing, pausing, and chaining animations across spritesheets and atlases to manage complex character sequences.

How do animation events and frame callbacks work in Phaser 4?

Phaser 4 animation events and frame callbacks let you respond to specific animation milestones. This skill handles these events to coordinate per-sprite and global animations across game scenes.

What is the difference between per-sprite AnimationState and the global AnimationManager in Phaser?

The global AnimationManager controls animation registration, while per-sprite AnimationState manages individual playback. This skill uses both to define and coordinate complex animations across scenes.

Does this approach support managing animations from both spritesheets and atlases in Phaser 4?

Yes, Phaser 4 sprite animation management supports both spritesheets and atlases. You can create, register, and coordinate animations from either format within your game scenes.

Why use a dedicated coordination approach for complex Phaser 4 animations?

Coordinating complex Phaser 4 animations requires understanding the AnimationManager and AnimationState APIs to properly sync per-sprite and global controls, preventing scene playback conflicts.