What problem does it solve? Phaser 4 splits animation logic between a global AnimationManager and per-sprite AnimationState, which confuses developers about where to define animations, how playback priority works, and why events like animationcomplete never fire for looping animations. This Skill provides the correct patterns, configuration tables, and gotchas so animations work the first time. ## 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, stop, chain, stagger, and mix animations with per-sprite or global timeScale control. - Events & Frame Callbacks: React to animationstart, animationupdate, animationcomplete, and key-specific events for gameplay triggers like hit detection on a specific frame. - Use Case: You are building a character that plays an attack animation, triggers a hit check on frame 4, then chains back to idle. This Skill gives you the exact play, chain, and animationupdate patterns to implement it. ## Quick Start Ask the AI to create a looping walk animation from a spritesheet in Phaser 4 and play it on a sprite with a completion callback.