phaser-animations

phaser-animations is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 61 tokens per session (4,502 once invoked), scanned A, a copy of animations, MIT.

A guide to creating and controlling frame-by-frame sprite animations in Phaser 4. Spritesheets and atlases are image files containing multiple frames used to show movement.

In plain words
What is it for?
Use it for player movement, attacks, explosions, effects, and any other changing game artwork.
Why use it?
It explains how to define animations once and play, pause, stop, chain, or monitor them on individual game objects.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it for player movement, attacks, explosions, effects, and any other changing game artwork.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-animations
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-animations
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for phaser-animations

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-animations/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-animations)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-animations"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-animations/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for phaser-animations

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-animations"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-animations.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 61 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,502 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 98% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00061 $0.04502
Opus 5 $0.00030 $0.02251
Sonnet 5 $0.00012 $0.00900
Haiku 4.5 $0.00006 $0.00450

Measured 8d ago against content hash a71f11de656b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-animations scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

98% identical to animations — 4 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/phaser-animations/SKILL.md · 482 lines

How it starts

The opening of the file, as written. The whole thing — 482 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Phaser 4 -- Sprite Animations

AnimationManager (global), AnimationState (per-sprite), creating animations from spritesheets and atlases, playing/pausing/chaining, animation events, frame callbacks.

Related skills: ../phaser-sprites-and-images/SKILL.md, ../phaser-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:

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.

// 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');

Read the full file on GitHub · 482 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 482 lines · 61 tokens per session scan A a71f11de656b

Subscribe to this mod's changes

phaser-animations is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 61 tokens to every session and 4,502 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 98% identical to animations, differing in 4 lines, and is treated as a copy.

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