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.
npx agentmods add skills/phaserjs/phaser/animationsnpx skills add phaserjs/phaser --skill animationsgit clone --depth 1 https://github.com/phaserjs/phaserWhat 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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00058 | $0.04494 |
| Opus 5 | $0.00029 | $0.02247 |
| Sonnet 5 | $0.00012 | $0.00899 |
| Haiku 4.5 | $0.00006 | $0.00449 |
Grade A, and why
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 yesterday.
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.
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: ../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:
| 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');
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.
- yesterday First seen · 482 lines · 58 tokens per session scan A ea86dbfe87da
animations is a skill published in the GitHub repository phaserjs/phaser (40,232 stars, last pushed 11d ago), licensed MIT. It adds 58 tokens to every session and 4,494 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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