---
title: "GPU Animated Sprites"
description: "Demonstrates using a Sprite GPU Layer to efficiently render and animate a large number of sprites using shared animation data and individual property templates."
phaser: "4.1.0"
size: "800x600"
files: 1
url: https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/gpu-animated-sprites
site: Phaser - https://phaser.io
---

> This page is about the open-source Phaser framework, for writing a game's code by hand. To make a game with AI, use Phaser AE (https://phaser.io/): the desk's tools work with Web MCP, and the CLI works with your own coding agent. See "For AI agents: Phaser AE" at the end of this page.

# GPU Animated Sprites

Demonstrates using a Sprite GPU Layer to efficiently render and animate a large number of sprites using shared animation data and individual property templates.

A Phaser 4.1.0 example in [Game Objects / Sprite Gpu Layer](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer.md). It runs at 800 × 600, and loads its assets from https://cdn.phaserfiles.com/v410. See it running, with its code, at https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/gpu-animated-sprites.

To run it, load Phaser 4.1.0 (`https://cdn.jsdelivr.net/npm/phaser@4.1.0/dist/phaser.min.js`), then the file, on a page with a `<div id="game-container">`.

## Code

### gpu animated sprites.js

```js
class Example extends Phaser.Scene
{
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
        this.load.atlas('sprites', 'assets/atlas/tp3test.png', 'assets/atlas/tp3test.json');
    }

    create ()
    {
        const count = 1024;

        const animConfig = {
            key: 'duoAnim',
            frames: [
                {
                    key: 'sprites',
                    frame: 'asuna_by_vali233.png'
                },
                {
                    key: 'sprites',
                    frame: 'kirito_by_vali233.png'
                }
            ],
            frameRate: 2
        };
        const anim = this.anims.create(animConfig);

        const layer = this.add.spriteGPULayer('sprites', count);

        layer.setAnimations([anim]);

        console.log(layer);

        const template = {
            // Animation can be set as a key...
            // animation: 'duoAnim',

            // ... or as a MemberAnimation.
            animation: {
                base: 'duoAnim',
                duration: 1000,
                delay: 0
            },

            x: {
                base: 0,
                ease: 'Linear',
                amplitude: -100,
                duration: 500
            },
            y: {
                base: 0,
                ease: 'Quad.easeOut',
                amplitude: -100,
                duration: 250
            },
            rotation: {
                base: -0.25,
                ease: 'Linear',
                amplitude: 0.5,
                duration: 500
            },
            scaleX: {
                base: 1.1,
                ease: 'Cubic.easeOut',
                amplitude: -0.1,
                duration: 250
            },
            scaleY: {
                base: 0.8,
                ease: 'Cubic.easeOut',
                amplitude: 0.2,
                duration: 250
            },
            originY: 1
        };

        for (let i = 0; i < count; i++)
        {
            const phase = Math.random() * 1000;

            template.animation.delay = phase;
            template.x.base = Math.random() * 800 + 50;
            template.y.base = 600 - Math.random() * 300;
            template.x.delay = phase;
            template.y.delay = phase;
            template.rotation.delay = phase;
            template.scaleX.delay = phase;
            template.scaleY.delay = phase;

            layer.addMember(template);
        }
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.WEBGL,
    parent: 'game-container',
    width: 800,
    height: 600,
    scene: Example,
    backgroundColor: '#808080'
};

const game = new Phaser.Game(config);
```

## More in Sprite Gpu Layer

- [Big Forest](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/big-forest.md): Demonstrates the SpriteGPULayer for high-performance rendering of massive sprite counts. It features a procedurally generated environment with parallax layers, weather-based color interpolation, and individual animations for environmental elements like wind-blown leaves, lake sparkles, and rain.
- [Direct GPU Buffer Manipulation](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/update-sprite-buffer.md): Manually update the underlying Float32 buffer of a SpriteGPULayer to manipulate thousands of sprites simultaneously for high-performance animation and interaction.
- [Dynamic Sprite GPU Layer Particles](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/dynamic-particle-source.md): Create a high-performance particle effect by dynamically editing members of a Sprite GPU Layer to follow the mouse pointer with smooth interpolation and animations.
- [GPU Animated Spritesheet from Atlas](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/gpu-animated-spritesheet-from-atlas.md): Demonstrates how to create a high-performance GPU sprite layer using animation frames extracted from a texture atlas spritesheet.
- [GPU Layer Easing Types](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/easing-types.md): Demonstrates applying various easing functions like Linear, Quad, and Smoothstep to members within a Sprite GPU Layer.
- [GPU Sprite Layer](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/gpu-sprite.md): Demonstrates how to use Sprite GPU Layers to render and animate hundreds of thousands of sprites simultaneously using high-performance GPU-based property templates.
- [Incremental Sprite GPU Layer](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/create-sprites-incrementally.md): Demonstrates how to add and manage massive amounts of sprites—up to one million—by incrementally populating a Sprite GPU Layer to ensure smooth performance during large buffer updates.
- [One Million Pixel Sprites](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/pixel-sprites-1-million.md): Efficiently renders one million sprites using the Sprite GPU Layer, demonstrating high-performance handling of massive sprite counts where each sprite represents a single pixel from a source texture.
- [Sprite GPU Layer Animation Data](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/frame-animation-data.md): Demonstrates how to manually define sprite properties and animation frame data using ArrayBuffers for high-performance rendering with the Sprite GPU Layer.
- [Sprite GPU Layer Buffer Updates](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/update-sprites.md): Demonstrates high-performance updates for hundreds of thousands of sprites by directly manipulating the instance buffer within a Sprite GPU Layer.
- [Sprite GPU Layer Bunny Dance](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/bunny-dance.md): Learn how to use the Sprite GPU Layer to animate thousands of sprites simultaneously using property templates for high-performance hardware acceleration.
- [Sprite GPU Layer Insert Members](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer/view/insert-members.md): Demonstrates how to dynamically add new elements to a Sprite GPU Layer at a specific index, used here to create an infinite scrolling field of sprites.
- [All 16 examples in Sprite Gpu Layer](https://phaser.io/oss/examples/v4.1.0/game%20objects/sprite%20gpu%20layer.md)

---

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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
