| name | animations |
| description | 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. |
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
this.load.spritesheet('explosion', 'explosion.png', {
frameWidth: 64,
frameHeight: 64
});
this.anims.create({
key: 'explode',
frames: this.anims.generateFrameNumbers('explosion', { start: 0, end: 11 }),
frameRate: 24,
repeat: 0
});
const sprite = this.add.sprite(400, 300, 'explosion');
sprite.play('explode');
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.
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });
sprite.anims.create({ key: 'walk', frames: 'npc_walk', frameRate: 10, repeat: -1 });
sprite.play('walk');
Common Patterns
Spritesheet Animation
Use generateFrameNumbers for spritesheets (numeric frame indices).
this.load.spritesheet('dude', 'dude.png', { frameWidth: 32, frameHeight: 48 });
this.anims.create({
key: 'run',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 7 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'idle',
frames: this.anims.generateFrameNumbers('dude', { frames: [0, 1, 2, 1] }),
frameRate: 6,
repeat: -1
});
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).
this.load.atlas('gems', 'gems.png', 'gems.json');
this.anims.create({
key: 'ruby_sparkle',
frames: this.anims.generateFrameNames('gems', {
prefix: 'ruby_',
start: 1,
end: 6,
zeroPad: 4
}),
frameRate: 12,
repeat: -1
});
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.
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });
Yoyo and Repeat
this.anims.create({
key: 'pulse',
frames: this.anims.generateFrameNumbers('orb', { start: 0, end: 5 }),
frameRate: 10,
yoyo: true,
repeat: -1,
repeatDelay: 500
});
When yoyo is true, the animation plays forward then reverses. The full cycle counts as one play.
Chaining Animations
sprite.play('attack');
sprite.chain('idle');
sprite.chain(['fall', 'land', 'idle']);
sprite.anims.chain();
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
sprite.playReverse('walk');
sprite.anims.reverse();
playReverse sets forward = false and inReverse = true. The reverse() method toggles direction mid-playback.
Play Variants
sprite.play('walk', true);
sprite.anims.playAfterDelay('walk', 1000);
sprite.anims.playAfterRepeat('walk', 2);
Animation Mixing
Adds a transition delay between two specific animations, set globally on the AnimationManager.
this.anims.addMix('idle', 'walk', 200);
this.anims.addMix('walk', 'idle', 300);
sprite.play('idle');
sprite.play('walk');
this.anims.removeMix('idle', 'walk');
this.anims.removeMix('idle');
Mix delays only apply with sprite.play(), not playAfterDelay or playAfterRepeat.
Pause, Resume, and Stop
sprite.anims.pause();
sprite.anims.resume();
this.anims.pauseAll();
this.anims.resumeAll();
sprite.anims.stop();
sprite.anims.stopAfterDelay(2000);
sprite.anims.stopAfterRepeat(1);
sprite.anims.stopOnFrame(frame);
All stop methods fire animationstop (not animationcomplete). Chained animations trigger after stop.
Animation Events
sprite.on('animationcomplete', (anim, frame, gameObject, frameKey) => {
console.log('completed:', anim.key);
});
sprite.on('animationcomplete-explode', (anim, frame, gameObject, frameKey) => {
gameObject.destroy();
});
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
sprite.on('animationupdate', (anim, frame, gameObject, frameKey) => {
if (anim.key === 'attack' && frame.index === 4) {
this.checkHit(gameObject);
}
});
Per-Frame Duration
Individual frames can have a duration (ms) that is added to the base msPerFrame.
this.anims.create({
key: 'combo',
frames: [
{ key: 'fighter', frame: 'punch1', duration: 50 },
{ key: 'fighter', frame: 'kick', duration: 200 },
{ key: 'fighter', frame: 'recover', duration: 100 }
],
frameRate: 24
});
Visibility, Random Start, and TimeScale
this.anims.create({
key: 'appear', frames: 'sparkle', frameRate: 12,
showOnStart: true,
hideOnComplete: true,
showBeforeDelay: true
});
this.anims.create({
key: 'ambient', frames: 'fire', frameRate: 10, repeat: -1,
randomFrame: true
});
sprite.anims.timeScale = 2;
sprite.play({ key: 'walk', timeScale: 0.5 });
this.anims.globalTimeScale = 0.5;
Staggered Playback
const enemies = this.add.group({ key: 'enemy', repeat: 9 });
this.anims.staggerPlay('walk', enemies.getChildren(), 100);
JSON Export and Import
const data = this.anims.toJSON();
this.anims.fromJSON(data);
this.anims.fromJSON(data, true);
if (!this.anims.exists('walk')) {
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });
}
Modifying Animation Frames at Runtime
const anim = this.anims.get('walk');
anim.addFrame(this.anims.generateFrameNumbers('player', { start: 8, end: 10 }));
anim.addFrameAt(this.anims.generateFrameNumbers('player', { frames: [5] }), 2);
const frame = anim.frames[3];
anim.removeFrame(frame);
anim.removeFrameAt(0);
Aseprite Support
this.load.aseprite('paladin', 'paladin.png', 'paladin.json');
this.anims.createFromAseprite('paladin');
this.anims.createFromAseprite('paladin', ['walk']);
sprite.play('walk');
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
animationstart -- after delay expires, before first update
animationupdate -- each frame change
animationrepeat -- each repeat cycle
animationcomplete -- natural end (finite repeat)
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
- 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.
repeat: -1 never fires animationcomplete. Use stop() to end infinite animations. Listen for animationstop instead.
frameRate beats duration. If both are set, frameRate wins. Set only duration (leave frameRate null) to control total length.
- Per-frame
duration is additive. Added on top of base msPerFrame, not a replacement.
play() stops the current animation (fires animationstop). Use play(key, true) to skip if already playing.
- Mix delays only work with
play(). playAfterDelay/playAfterRepeat bypass mixes.
- Local animations override global. Same key on a sprite's local map takes priority.
- Sprite shorthand methods.
sprite.play(), sprite.playReverse(), sprite.chain(), sprite.stop() wrap sprite.anims.*.
- Chained anims fire after stop too. Clear the queue with
sprite.anims.chain() before stopping if unwanted.
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 |