animations
Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames.
By phaserjs · 686 installs
npx skills add phaserjs/phaser --skill animations
Source repository · Upstream listing
Phaser 4 Sprite Animations
AnimationManager (global), AnimationState (per sprite), creating animations from spritesheets and atlases, playing/pausing/chaining, animation events, frame callbacks.
Related skills: ../sprites and images/SKILL.md, ../loading assets/SKILL.md
Quick Start
Core Concepts
AnimationManager vs AnimationState
Phaser has two distinct animation objects:
Aspect AnimationManager AnimationState
Access this.anims (in a Scene) or this.game.anims sprite.anims
Scope Global shared across all scenes Per sprite instance
Purpose Create/store animation definitions Control playback on one Game Object
Class Phaser.Animations.AnimationManager Phaser.Animations.AnimationState
The AnimationManager is a singleton owned by the Game. Animations registered there are available in every Scene. The AnimationState lives on each Sprite and handles playback for that specific object.
An Animation is a sequence of AnimationFrame objects plus timing data. Created via this.anims.create(config) (global) or sprite.anims.create(config) (local to one sprite).
Local vs Global Animations
When sprite.anims.play(key) is called, it first checks for a local animation with that key, then falls back to the global AnimationManager. Use local for sprite specific animations; use global when shared across sprites.
Common Patterns
Spritesheet Animation
Use generateFrameNumbers for spritesheets (numeric frame indices).
generateFrameNumbers config:
start (default 0 ) first frame index
end (default 1 , meaning last frame) final frame index
first a single frame to prepend before the range
frames explicit array of frame indices (overrides start/end)
Atlas Animation
Use generateFrameNames for texture atlases (string based frame names).
generateFrameNames config:
prefix prepended to each frame number
suffix appended after each frame number
start , end numeric range
zeroPad left pad numbers to this length with zeros
frames explicit array of frame numbers (overrides start/end)
If you call generateFrameNames(key) with no config, it returns all frames from the atlas.
String as Frames
Pass a texture key string as frames to use all frames from that texture, sorted numerically by default. Set sortFrames: false to disable sorting.
Yoyo and Repeat
When yoyo is true, the animation plays forward then reverses. The full cycle counts as one play.
Chaining Animations
Chaining is per sprite. Chained animations start after animationcomplete or animationstop . An animation with repeat: 1 never completes call stop() to trigger the chain.
Playing in Reverse
playReverse sets forward = false and inReverse = true . The reverse() method toggles direction mid playback.
Play Variants
Animation Mixing
Adds a transition delay between two specific animations, set globally on the AnimationManager.
Mix delays only apply with sprite.play() , not playAfterDelay or playAfterRepeat .
Pause, Resume, and Stop
All stop methods fire animationstop (not animationcomplete ). Chained animations trigger after stop.
Animation Events
Available events: animationstart , animationcomplete , animationcomplete {key} , animationupdate , animationstop , animationrepeat , animationrestart . All share the same callback signature: (animation, frame, gameObject, frameKey) .
Frame Level Callbacks via animationupdate
Per Frame Duration
Individual frames can have a duration (ms) that is added to the base msPerFrame.
Visibility, Random Start, and TimeScale
Staggered Playback
JSON Export and Import
Modifying Animation Frames at Runtime
Aseprite Support
Configuration Reference
AnimationConfig (used with this.anims.create() )
Property Type Default Description
key string Unique identifier for the animation
frames string or AnimationFrame[] [] Texture key string (uses all frames) or array of frame config objects
sortFrames boolean true Numerically sort frames when using a string key
defaultTextureKey string null Fallback texture key if not set per frame
frameRate number 24 Playback rate in frames per second (used if duration is null)
duration number null Total animation length in ms (derives frameRate if set)
skipMissedFrames boolean true Skip frames when lagging behind
delay number 0 Delay before playback starts (ms)
repeat number 0 Times to repeat after first play ( 1 = infinite)
repeatDelay number 0 Delay before each repeat (ms)
yoyo boolean false Reverse back to start before repeating
showBeforeDelay boolean false Show first frame immediately during delay period
showOnStart boolean false Set visible=true when animation starts
hideOnComplete boolean false Set visible=false when animation completes
randomFrame boolean false Start from a random frame
PlayAnimationConfig (used with sprite.play() )
All AnimationConfig timing properties are available, plus:
Property Type Default Description
key string or Animation Animation key or instance to play
startFrame number 0 Frame index to begin playback from
timeScale number 1 Speed multiplier for this playback
Values in PlayAnimationConfig override the animation definition for this specific playback instance.
Duration vs FrameRate Priority
If both duration and frameRate are null: defaults to 24 fps.
If only duration is set: frameRate is calculated as totalFrames / (duration / 1000) .
If frameRate is set (even if duration is also set): frameRate wins, and duration is derived as (totalFrames / frameRate) 1000 .
Events
Sprite Event Flow
1. animationstart after delay expires, before first update
2. animationupdate each frame change
3. animationrepeat each repeat cycle
4. animationcomplete natural end (finite repeat)
5. animationcomplete {key} same, with animation key appended
Stopped manually: animationstop fires instead of complete. Restarted mid play: animationrestart fires.
All callbacks: (animation, frame, gameObject, frameKey) .
AnimationManager Events
Fire on this.anims : addanimation , removeanimation , pauseall , resumeall .
API Quick Reference
AnimationManager ( this.anims )
Method Description
create(config) Create and register a global animation
remove(key) Remove a global animation by key
get(key) Get an Animation instance by key
exists(key) Check if a key is already registered
generateFrameNumbers(key, config) Generate frame array from a spritesheet
generateFrameNames(key, config) Generate frame array from an atlas
play(key, children) Play an animation on an array of Game Objects
staggerPlay(key, children, stagger) Staggered play across multiple Game Objects
pauseAll() / resumeAll() Pause/resume all animations globally
addMix(animA, animB, delay) Set transition delay between two animations
removeMix(animA, animB?) Remove a mix pairing
getMix(animA, animB) Get the mix delay between two animations
createFromAseprite(key, tags?, target?) Create animations from Aseprite JSON
toJSON() Export all animations as JSON data
fromJSON(data, clear?) Load animations from JSON data (pass true to clear existing first)
AnimationState ( sprite.anims )
Method Description
play(key, ignoreIfPlaying?) Play an animation
playReverse(key, ignoreIfPlaying?) Play an animation in reverse
playAfterDelay(key, delay) Play after a delay in ms
playAfterRepeat(key, repeatCount?) Play after current anim repeats N times
chain(key) Queue animation(s) to play after current one
stop() Stop immediately
stopAfterDelay(delay) Stop after a delay in ms
stopAfterRepeat(repeatCount?) Stop after N more repeats
stopOnFrame(frame) Stop when a specific frame is reached
pause(atFrame?) Pause playback
resume(fromFrame?) Resume playback
restart(includeDelay?, resetRepeats?) Restart from beginning
reverse() Reverse direction mid playback
getName() Get the current animation key
getFrameName() Get the current frame key
getProgress() Get progress 0 1
setProgress(value) Set progress 0 1
setRepeat(value) Change repeat count during playback
getTotalFrames() Get total frame count
create(config) Create a local animation on this sprite
exists(key) Check if a local animation exists
get(key) Get a local animation by key
Key properties: isPlaying , hasStarted , currentAnim , currentFrame , forward , inReverse , timeScale .
Gotchas
1. Animations are global by default. this.anims.create() registers across all Scenes. Do not recreate in every Scene it logs a warning and returns the existing one.
2. repeat: 1 never fires animationcomplete . Use stop() to end infinite animations. Listen for animationstop instead.
3. frameRate beats duration . If both are set, frameRate wins. Set only duration (leave frameRate null) to control total length.
4. Per frame duration is additive. Added on top of base msPerFrame, not a replacement.
5. play() stops the current animation (fires animationstop ). Use play(key, true) to skip if already playing.
6. Mix delays only work with play() . playAfterDelay / playAfterRepeat bypass mixes.
7. Local animations override global. Same key on a sprite's local map takes priority.
8. Sprite shorthand methods. sprite.play() , sprite.playReverse() , sprite.chain() , sprite.stop() wrap sprite.anims. .
9. Chained anims fire after stop too. Clear the queue with sprite.anims.chain() before stopping if unwanted.
10. generateFrameNumbers end= 1 means last frame. The BASE frame is excluded automatically.
Source File Map
File Purpose
src/animations/AnimationManager.js Global singleton create, remove, get, generateFrame , mix, staggerPlay
src/animations/Animation.js Animation definition frames, timing, yoyo, repeat logic
src/animations/AnimationState.js Per sprite component play, stop, pause, chain, events
src/animations/AnimationFrame.js Single frame data textureKey, textureFrame, duration, progress
src/animations/events/index.js All animation event constants
src/animations/typedefs/Animation.js AnimationConfig typedef
src/animations/typedefs/PlayAnimationConfig.js PlayAnimationConfig typedef
src/animations/typedefs/GenerateFrameNumbers.js Config for generateFrameNumbers
src/animations/typedefs/GenerateFrameNames.js Config for generateFrameNames