animations

Implement Phaser 4 sprite animations with AnimationManager and AnimationState.

Updated Apr 20, 2026
One-click install
npx skills add https://github.com/Raphe-dev/phaser-cozy-mmo --skill animations-raphe-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: animations
Source: https://github.com/Raphe-dev/phaser-cozy-mmo/tree/main/skills/animations
Command: npx skills add https://github.com/Raphe-dev/phaser-cozy-mmo --skill animations-raphe-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Developers building games in Phaser 4 often struggle to implement and coordinate complex sprite animations across scenes, including loading assets, defining global vs local animations, and responding to animation events.

Core Features & Use Cases

  • Global AnimationManager and per-sprite AnimationState explain how to share animations and how to apply them to individual sprites.
  • Local vs Global animations: differentiate scoped playback and ensure priority overrides.
  • Chaining, events, and per-frame callbacks to react to animation state changes.
  • Practical patterns for spritesheets and texture atlases with generateFrameNumbers/generateFrameNames.

Quick Start

Load a spritesheet or atlas asset, create a named animation with frames, and apply it to a sprite to begin playback.

Frequently Asked Questions about animations

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

FAQPage Schema
How do I create Phaser 4 sprite animations using a spritesheet or texture atlas?

To create Phaser 4 sprite animations, load a spritesheet or atlas asset, define a named animation with frames using generateFrameNumbers or generateFrameNames, and apply it to a sprite for playback.

What is the difference between global AnimationManager and local AnimationState in Phaser?

The global AnimationManager defines and shares animations across scenes and sprites, while the per-sprite AnimationState applies those animations to individual sprites, differentiating scoped playback and priority overrides.

How do I handle animation events and chaining for sprites in Phaser 4?

You handle Phaser 4 sprite animation events and chaining by using per-frame callbacks and configuration options that react to AnimationState changes, allowing sequential playback and event-driven game logic.

What are common pitfalls when configuring Phaser sprite animations with AnimationConfig?

Common pitfalls when configuring Phaser sprite animations with AnimationConfig involve mismanaging global versus local animation scopes, ignoring priority overrides, and incorrectly setting per-frame timing within PlayAnimationConfig.

Can I use generateFrameNames to set up Phaser 4 texture atlas animations?

Yes, you can use generateFrameNames to set up Phaser 4 texture atlas animations by extracting named frames from the atlas, defining an AnimationConfig, and applying it to a sprite for immediate playback.