What problem does it solve? Managing sprite animations in Phaser 4 involves two distinct systems (the global AnimationManager and per-sprite AnimationState), plus many configuration options and events that are easy to misuse. This Skill provides the correct patterns for creating, playing, chaining, and debugging animations so you avoid common pitfalls like duplicate animation warnings or infinite loops that never complete. ## Core Features & Use Cases - Animation Creation: Build animations from spritesheets with generateFrameNumbers, from texture atlases with generateFrameNames, or directly from Aseprite JSON exports. - Playback Control: Play, reverse, pause, resume, stop, chain, and stagger animations, with support for yoyo, repeat, per-frame durations, and timeScale speed control. - Events & Callbacks: React to animationstart, animationcomplete, animationupdate, and key-specific events to trigger game logic at exact frames. - Use Case: You are building a platformer character. Use this Skill to define walk/idle/attack animations from a spritesheet, chain attack into idle on completion, and fire a hit-check callback when the attack animation reaches frame 4. ## Quick Start Ask the AI to create a Phaser 4 sprite animation from a spritesheet and play it with a completion event that chains into an idle animation.