Phaser: Animations
This post is part of a Phaser series. Click here to see the first post of the series.
To play an animation on a sprite after you create it:
function preload() {
this.load.sprite('dog', 'dog.png')
}
function create() {
this.add.sprite(400, 200, 'dog')
}
You first have to load a Sprite sheet.
A sprite sheet is a set of different sprites included in a single image.
You load a sprite sheet telling Phaser what are the width and height of each image contained in the sheet. in this case 20x20 pixels:
this.load.spritesheet('dog', 'dog.png', {
frameWidth: 20,
frameHeight: 20
})
Once you do so, you can generate an animation using this.anims.create()
:
this.anims.create({
key: 'animate_dog',
frames: this.anims.generateFrameNames('dog'),
frameRate: 20,
repeat: -1
})
Here we say to use the frames from the sprite sheet, animate at 20 frames per second, and repeat forever.
To start the animation we must call
this.ship1.play('ship1_anim')
This animation will repeat forever.
You can also perform an animation just once, and make the sprite sheet disappear after the animation is done, by adding those options:
repeat: 0,
hideOnComplete: true
and instead of running through all the frames in a sprite sheet, you can iterate through a fraction of them:
frames: this.anims.generateFrameNames('dog', {
start: 0,
end: 2
})
This is useful especially when you have a big sprite sheet that contains multiple objects.
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