Pause All Animations

var config = {
    type: Phaser.AUTO,
    parent: 'phaser-example',
    width: 800,
    height: 600,
    scene: {
        preload: preload,
        create: create
    }
};

var game = new Phaser.Game(config);

function preload ()
{
    this.load.atlas('soldier', 'assets/animations/soldier.png', 'assets/animations/soldier.json');
    this.load.image('bg', 'assets/skies/grass.jpg');
}

function create ()
{
    this.add.image(400, 300, 'bg');

    this.add.text(400, 32, 'Click to pause all animations', { color: '#ffffff' }).setOrigin(0.5, 0);

    this.anims.create({
        key: 'shoot1',
        frames: this.anims.generateFrameNames('soldier', { prefix: 'Soldier_2_shot_up_', start: 1, end: 11 }),
        frameRate: 10,
        repeat: -1
    });

    this.anims.create({
        key: 'shoot2',
        frames: this.anims.generateFrameNames('soldier', { prefix: 'soldier_3_shoot_front_', start: 1, end: 11 }),
        frameRate: 10,
        repeat: -1
    });

    //  Generate some random toy soldiers

    for (var i = 0; i < 32; i++)
    {
        var x = Phaser.Math.Between(0, 800);
        var y = Phaser.Math.Between(200, 550);
        var rd = Phaser.Math.Between(200, 2000);
        var troop;

        if (i < 16)
        {
            troop = this.add.sprite(x, y, 'soldier', 'Soldier_2_shot_up_1');
            troop.setDepth(y);

            troop.playAfterDelay({ key: 'shoot1', repeatDelay: rd }, rd);
        }
        else
        {
            troop = this.add.sprite(x, y, 'soldier', 'soldier_3_shoot_front_1');
            troop.setDepth(y);

            troop.playAfterDelay({ key: 'shoot2', repeatDelay: rd }, rd);
        }
    }

    this.input.on('pointerdown', function () {

        //  Every single animation in the Animation Manager will be paused:

        if (this.anims.paused)
        {
            this.anims.resumeAll();
        }
        else
        {
            this.anims.pauseAll();
        }

    }, this);
}