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animations

phaserjs · Дизайн

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.

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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

// In preload -- load a spritesheet
this.load.spritesheet('explosion', 'explosion.png', {
    frameWidth: 64,
    frameHeight: 64
});

// In create -- define a global animation
this.anims.create({
    key: 'explode',
    frames: this.anims.generateFrameNumbers('explosion', { start: 0, end: 11 }),
    frameRate: 24,
    repeat: 0
});

// Play it on a sprite
const sprite = this.add.sprite(400, 300, 'explosion');
sprite.play('explode');

Core Concepts

AnimationManager vs AnimationState

Phaser has two distinct animation objects:

AspectAnimationManagerAnimationState
Accessthis.anims (in a Scene) or this.game.animssprite.anims
ScopeGlobal -- shared across all scenesPer-sprite instance
PurposeCreate/store animation definitionsControl playback on one Game Object
ClassPhaser.Animations.AnimationManagerPhaser.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.

// Global animation -- available to all sprites
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });

// Local animation -- only on this sprite
sprite.anims.create({ key: 'walk', frames: 'npc_walk', frameRate: 10, repeat: -1 });

// This plays the LOCAL version because local takes priority
sprite.play('walk');

Common Patterns

Spritesheet Animation

Use generateFrameNumbers for spritesheets (numeric frame indices).

Целият SKILL.md в GitHub