---
title: "Yes! Full animations are now here."
subtitle: "Implement walk, attack, and death animations"
date: 2025-10-31T12:00:00.000Z
category: tutorial
url: https://phaser.io/news/2025/10/yes-full-animations-are-now-here
site: Phaser - https://phaser.io
copyright: © 2026 Phaser Studio Inc. All rights reserved.
---

# Yes! Full animations are now here.

*Implement walk, attack, and death animations*

Full directional animations bring tower defense games to life. This tutorial shows how to implement walk, attack, and death animations from all four directions.

## What You'll Learn

- Setting up sprite sheets with multiple directional animations
- Creating animation sequences for walk, attack, and death states
- Detecting enemy spawn direction to play correct animations
- Using animation callbacks to trigger events after completion
- Managing animation states across different gameplay scenarios

## Directional Animation System

The animation system uses sprite images organized by direction. Each enemy has animations for left, right, top, and bottom movement. The sprite sheet contains three animation types: walking, attacking, and death sequences.

## Direction Detection

Enemy spawn positions determine which animation plays. Negative X values trigger left animations. Negative Y values trigger top animations. Values exceeding screen width indicate right direction. All other cases default to bottom.

## Animation Callbacks

Callbacks handle post-animation events. Death animations trigger enemy removal and prize drops. Attack animations manage tower damage and wave progression. Walking animations loop continuously without callbacks.

[Watch Tutorial](https://www.youtube.com/watch?v=hPZfFod42jU)

---

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