animations
Создание анимаций игровых объектов в Phaser 4
Что получите
Код создания анимаций и управления их воспроизведением на игровых объектах.
Что передать
Изображения кадров или атлас текстур, код сцены и описание поведения объекта.
Проверен состав файлов. Запуск не тестировался. Что проверено
Оценки пользователей
Как использовать
Помогает разработчикам игр создавать покадровые анимации персонажей и эффектов в Phaser 4. Подходит для настройки воспроизведения, повторов, пауз и переходов между действиями.
- Передайте лист кадров с размерами каждого кадра или атлас с именами нужных кадров.
- Укажите последовательность, скорость, повторы и область использования: один объект или несколько.
- Опишите запуск и завершение анимации, переход к следующему действию и нужные реакции на отдельные кадры.
Условия работы
- Инструкция предназначена для Phaser 4 и использует загруженные изображения кадров или атласы текстур.
- Общие анимации доступны во всех сценах; их не нужно создавать заново в каждой сцене. Локальная анимация с тем же именем имеет приоритет.
- Бесконечно повторяющаяся анимация сама не завершается. Для перехода к следующей её нужно остановить; остановка также запускает очередь следующих анимаций.
Пример запроса после установки
Настрой в Phaser 4 анимацию атаки персонажа из приложенного атласа. После атаки включай ожидание, а на четвёртом кадре вызывай проверку попадания.
Пример составлен по инструкции автора; результат запуска не проверялся.
Основание: инструкция закреплённой версииДля установки
Node.js, npm и Git для команды выше. Подключения и инструменты для работы скилла настраиваются отдельно.
Совместимые агенты
Совместимость указана для инструкций. Запуск в каждом приложении не тестировался; для веб-чата способ подключения может отличаться.
Файлы скилла
GitHubЧитать инструкцию SKILL.md
Исходный текст закреплённой версии.
---
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
```js
// 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:
| 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.
```js
// 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).
```js
this.load.spritesheet('dude', 'dude.png', { frameWidth: 32, frameHeight: 48 });
// All frames
this.anims.create({
key: 'run',
frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 7 }),
frameRate: 10,
repeat: -1
});
// Custom frame sequence
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).
```js
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 // produces ruby_0001 through ruby_0006
}),
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.
```js
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });
```
### Yoyo and Repeat
```js
this.anims.create({
key: 'pulse',
frames: this.anims.generateFrameNumbers('orb', { start: 0, end: 5 }),
frameRate: 10,
yoyo: true, // plays forward then backward
repeat: -1, // -1 = forever
repeatDelay: 500 // ms pause between each repeat cycle
});
```
When `yoyo` is true, the animation plays forward then reverses. The full cycle counts as one play.
### Chaining Animations
```js
sprite.play('attack');
sprite.chain('idle'); // play idle after attack completes
sprite.chain(['fall', 'land', 'idle']); // chain multiple
sprite.anims.chain(); // clear the chain queue
```
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
```js
// Play an animation from last frame to first
sprite.playReverse('walk');
// Reverse direction mid-playback
sprite.anims.reverse();
```
`playReverse` sets `forward = false` and `inReverse = true`. The `reverse()` method toggles direction mid-playback.
### Play Variants
```js
sprite.play('walk', true); // ignoreIfPlaying = true
sprite.anims.playAfterDelay('walk', 1000); // play after 1s delay
sprite.anims.playAfterRepeat('walk', 2); // play after current anim repeats 2x
```
### Animation Mixing
Adds a transition delay between two specific animations, set globally on the AnimationManager.
```js
this.anims.addMix('idle', 'walk', 200);
this.anims.addMix('walk', 'idle', 300);
sprite.play('idle');
sprite.play('walk'); // 200ms mix delay applied automatically
this.anims.removeMix('idle', 'walk'); // remove specific pair
this.anims.removeMix('idle'); // remove all mixes for 'idle'
```
Mix delays only apply with `sprite.play()`, not `playAfterDelay` or `playAfterRepeat`.
### Pause, Resume, and Stop
```js
sprite.anims.pause(); // pause per-sprite
sprite.anims.resume(); // resume per-sprite
this.anims.pauseAll(); // global pause
this.anims.resumeAll(); // global resume
sprite.anims.stop(); // stop immediately
sprite.anims.stopAfterDelay(2000); // stop after 2 seconds
sprite.anims.stopAfterRepeat(1); // stop after 1 more repeat
sprite.anims.stopOnFrame(frame); // stop when a specific frame is reached
```
All stop methods fire `animationstop` (not `animationcomplete`). Chained animations trigger after stop.
### Animation Events
```js
sprite.on('animationcomplete', (anim, frame, gameObject, frameKey) => {
console.log('completed:', anim.key);
});
// Key-specific complete -- only fires for the named animation
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
```js
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.
```js
this.anims.create({
key: 'combo',
frames: [
{ key: 'fighter', frame: 'punch1', duration: 50 },
{ key: 'fighter', frame: 'kick', duration: 200 }, // hold longer
{ key: 'fighter', frame: 'recover', duration: 100 }
],
frameRate: 24
});
```
### Visibility, Random Start, and TimeScale
```js
// Visibility control
this.anims.create({
key: 'appear', frames: 'sparkle', frameRate: 12,
showOnStart: true, // sprite.visible = true when anim starts (after delay)
hideOnComplete: true, // sprite.visible = false when anim completes
showBeforeDelay: true // show first frame immediately even during delay
});
// Random start frame -- each sprite begins on a different frame
this.anims.create({
key: 'ambient', frames: 'fire', frameRate: 10, repeat: -1,
randomFrame: true
});
// TimeScale -- per-sprite or global speed control
sprite.anims.timeScale = 2; // 2x speed
sprite.play({ key: 'walk', timeScale: 0.5 }); // half speed via config
this.anims.globalTimeScale = 0.5; // affects ALL animations
```
### Staggered Playback
```js
const enemies = this.add.group({ key: 'enemy', repeat: 9 });
this.anims.staggerPlay('walk', enemies.getChildren(), 100);
// Each sprite starts 100ms after the previous. Pass staggerFirst: false to skip delay on first.
```
### JSON Export and Import
```js
// Export all global animations to JSON
const data = this.anims.toJSON();
// Import animations from JSON (pass true to clear existing animations first)
this.anims.fromJSON(data);
this.anims.fromJSON(data, true);
// Check before creating to avoid duplicate warning
if (!this.anims.exists('walk')) {
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });
}
```
### Modifying Animation Frames at Runtime
```js
const anim = this.anims.get('walk');
// Add frames to the end
anim.addFrame(this.anims.generateFrameNumbers('player', { start: 8, end: 10 }));
// Insert frames at a specific index
anim.addFrameAt(this.anims.generateFrameNumbers('player', { frames: [5] }), 2);
// Remove a specific frame object
const frame = anim.frames[3];
anim.removeFrame(frame);
// Remove frame at index
anim.removeFrameAt(0);
```
### Aseprite Support
```js
this.load.aseprite('paladin', 'paladin.png', 'paladin.json');
// In create:
this.anims.createFromAseprite('paladin'); // all tags
this.anims.createFromAseprite('paladin', ['walk']); // specific tags only
sprite.play('walk'); // play by tag name
```
---
## 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 |
Проверка и особенности
Автоматическая проверка источника и файлов
Автоматически сверены публичный репозиторий, лицензия, YAML-заголовок SKILL.md, состав папки и Git-хеш каждого файла. Исполняемые файлы и срабатывания статических правил исключены из этой партии. Ручной аудит всех инструкций и проверка работы не проводились; эта проверка не гарантирует безопасность. Команда закреплена на проверенном коммите.
Интерес к репозиторию оцениваем по звёздам и форкам GitHub. Это показатели всего репозитория, а не числа установок отдельного скилла.
- Проверка состава
- 16.09.2026
- Проверенная версия
02d8931b626d- Файлы с кодом
- Не указаны в данных проверки
- Изменения на GitHub
- Нужна повторная проверкаПоследняя проверка: 11.10.2026
Репозиторий и лицензия
Это показатели всего репозитория, а не установки скилла. Снимок требует обновления.
- Последняя активность GitHub
- 21.08.2026
- Лицензия
- MIT
- Добавлен в каталог
- 16.09.2026
Полный текст лицензии
The MIT License (MIT) Copyright (c) 2026 Richard Davey, Phaser Studio Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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