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, events, and edge cases that are easy to misuse. This Skill provides the correct patterns and API references so you can build animations without trial and error. ## Core Features & Use Cases - Animation Creation: Define animations from spritesheets with generateFrameNumbers, from atlases with generateFrameNames, or from Aseprite JSON exports. - Playback Control: Play, reverse, pause, chain, stagger, and mix animations per sprite, with repeat, yoyo, timeScale, and per-frame duration options. - Events and Runtime Editing: React to animationstart, animationcomplete, animationupdate, and key-specific events, and modify animation frames at runtime. - Use Case: You are building a Phaser game character that needs an idle loop, an attack animation that chains back to idle, and a hit callback on a specific frame. This Skill gives you the exact create/play/chain/event code to implement it. ## Quick Start Ask the AI to create a looping walk animation from a spritesheet and play it on a sprite in your Phaser scene.