Phaser Editor
- Create a new Animations file
- Adding animations to the file
- Automatic creation of the animations
- Editing the properties of the animations
- Adding and deleting frames
- Compiling animation key constants
Sprite animations are the most frequent option to animate characters in Phaser games. The principle of this animation technique is the displaying of a sequence of images (frames), at a given “speed” or frame rate.
Animation:
Animation frames:
In Phaser v3, the animations are created as global objects, in the animations manager:
You can create a single animation:
this.anims.create({
"key": "acorn",
"frameRate": 12,
"repeat": -1,
"frames": [
{
"key": "atlas",
"frame": "acorn-1"
},
{
"key": "atlas",
"frame": "acorn-2"
},
{
"key": "atlas",
"frame": "acorn-3"
}
]
});
Or multiple animations:
this.anims.fromJSON(
"anims": [
{
"key": "acorn",
// ....
},
{
"key": "player",
// ....
}
]
);
in the practice, you create all the animations once in the game, probably in the preloader scene. Then, you can play an animation on a sprite object passing the animation key to the play() method:
mySprite.play("acorn");
Other way to create the animations is packing them all in a single JSON file, and load the file using the this.load.animation(..) method:
this.load.animation("my-anims", "assets/animations.json");
Phaser Editor provides the Animations Editor, to create the animations JSON file. So, the workflow is very simple:
- Create the animations JSON file with the Animations Editor.
- Import the animations JSON file into an Asset Pack file with the Asset Pack Editor.
- Play the animations in your code, with the play() method.