You’re reading the docs for Phaser Editor v4. The latest is Phaser Editor v5.

Introduction

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:

Eagle animation.

Animation frames:

Eagle 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:

In the next section we cover all aspects of the Animations Editor.

Animations Editor