AnimationsSAFE
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Overview
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
d14f4c86f869OBSERVED · 2026-10-21What it tells the agent
The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.
---
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', 'wTrust audit
SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.
| Layer | What it checks | Result |
|---|---|---|
| L0 | Provenance & inventory | PASS |
| L1 | Static analysis of the code | PASS |
| L2 | Instruction surface (what it tells the agent) | PASS |
| L3 | Class-specific surface | PASS |
| L4 | Behavioural (sandbox) | SKIPPED |
What the source does
- Filesystem
- none-observed
- Network
- none-observed
- Shell
- none-observed
- Dependencies
- pinned
- Secrets in source
- none-found
Findings (0)
No findings outside the package's declared scope.
Gates applied: no_behavioural_pass.
d14f4c86f869full audit observations/trust-audit/skill/phaserjs__animations.json · Report an issue / request a re-scanAudit history
Every audit this skill has had.
| Date | Source | Verdict | Grade | Score | Change |
|---|---|---|---|---|---|
| 2026-10-21 | d14f4c86f869 | SAFE | B | 89 | first audit |
Questions
What does the animations — phaserjs/phaser skill do?
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Is animations — phaserjs/phaser safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can animations — phaserjs/phaser access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (d14f4c86f869), read on 2026-10-21. The repository is watched, and a new audit runs when it changes — this is the first audit.
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