What problem does it solve? Phaser's animation system spans two distinct objects (the global AnimationManager and per-sprite AnimationState) with many configuration options, events, and edge cases. This Skill provides a complete reference so you can create, play, chain, and debug sprite animations without digging through Phaser source code. ## 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, timeScale, and animation mixing between states. - Event-Driven Logic: Hook into animationstart, animationupdate, animationcomplete, and key-specific events to trigger gameplay logic at exact frames. - Use Case: You are building a platformer character and need an attack animation that plays once, checks a hitbox on frame 4, then chains back to idle. This Skill shows the exact play, chain, and animationupdate patterns to implement it. ## Quick Start Ask the AI to create a looping walk animation from a loaded spritesheet and play it on a sprite in a Phaser 4 scene.