Agent skill

Animations

by autonomous-ai in autonomous-ai/openharness

A skill your agent uses when creating or controlling sprite animations in Phaser 4.

MITAuto-check passedGame Development

Install Animations

skills CLI
$ npx skills add autonomous-ai/openharness --skill animations -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install autonomous-ai/openharness animations --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/autonomous-ai/openharness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/store/agents/phaser/skills/animations .claude/skills/animations && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
animations
GitHub stars
1.1k
Token cost
~4.5k tokens
SKILL.md length
1,252 words
Files
1
Skills in repo
100
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when creating or controlling sprite animations in Phaser 4.

  • Works in 5 steps: animationstart -- after delay expires,… → animationupdate -- each frame change → animationrepeat -- each repeat cycle → …
  • Controlling sprite animations in Phaser 4
  • SKILL.md covers Quick Start, Core Concepts, Common Patterns and Configuration Reference, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Animations is an agent skill from autonomous-ai/openharness. Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames.

Its SKILL.md is about 4.5k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Sprites and pixel art. The repository describes itself as: The ultimate harness for coding agents and beyond. All your agents. All your machines. One command center. Start with code, then follow your curiosity and build across… The licence is MIT.

When your agent uses it

  • Controlling sprite animations in Phaser 4
  • : sprite animation
  • Animation frames

Example prompts

  • “/animations”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. animationstart -- after delay expires, before first update
  2. animationupdate -- each frame change
  3. animationrepeat -- each repeat cycle
  4. animationcomplete -- natural end (finite repeat)
  5. animationcomplete-{key} -- same, with animation key appended

What it can do on your machine

Read from SKILL.md and the folder at commit 50da5db. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Animations loads about 4.5k tokens when it runs. Until then it costs about 71 tokens; SKILL.md has 1,252 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~71
When it runs · the whole SKILL.md, loaded when a task matches
~4.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from autonomous-ai/openharness at commit 50da5db, republished under its MIT licence (© autonomous-ai). 1,252 words, ~4,473 tokens.

Download SKILL.mdSave it as .claude/skills/animations/SKILL.md (or your agent's skills folder).
name
animations
description
Use this skill when creating or controlling sprite animations in Phaser 4. Covers spritesheets, atlases, AnimationManager, AnimationState, play/stop/chain, frame callbacks, and animation events. Triggers on: sprite animation, spritesheet, play animation, animation frames.

Phaser 4 -- Sprite Animations

AnimationManager (global), AnimationState (per-sprite), creating animations from spritesheets and atlases, playing/pausing/chaining, animation events, frame callbacks.

Related skills: ../sprites-and-images/SKILL.md, ../loading-assets/SKILL.md


Quick Start

js
// In preload -- load a spritesheet
this.load.spritesheet('explosion', 'explosion.png', {
    frameWidth: 64,
    frameHeight: 64
});

// In create -- define a global animation
this.anims.create({
    key: 'explode',
    frames: this.anims.generateFrameNumbers('explosion', { start: 0, end: 11 }),
    frameRate: 24,
    repeat: 0
});

// Play it on a sprite
const sprite = this.add.sprite(400, 300, 'explosion');
sprite.play('explode');

Core Concepts

AnimationManager vs AnimationState

Phaser has two distinct animation objects:

AspectAnimationManagerAnimationState
Accessthis.anims (in a Scene) or this.game.animssprite.anims
ScopeGlobal -- shared across all scenesPer-sprite instance
PurposeCreate/store animation definitionsControl playback on one Game Object
ClassPhaser.Animations.AnimationManagerPhaser.Animations.AnimationState

The AnimationManager is a singleton owned by the Game. Animations registered there are available in every Scene. The AnimationState lives on each Sprite and handles playback for that specific object.

An Animation is a sequence of AnimationFrame objects plus timing data. Created via this.anims.create(config) (global) or sprite.anims.create(config) (local to one sprite).

Local vs Global Animations

When sprite.anims.play(key) is called, it first checks for a local animation with that key, then falls back to the global AnimationManager. Use local for sprite-specific animations; use global when shared across sprites.

js
// Global animation -- available to all sprites
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });

// Local animation -- only on this sprite
sprite.anims.create({ key: 'walk', frames: 'npc_walk', frameRate: 10, repeat: -1 });

// This plays the LOCAL version because local takes priority
sprite.play('walk');

Common Patterns

Spritesheet Animation

Use generateFrameNumbers for spritesheets (numeric frame indices).

js
this.load.spritesheet('dude', 'dude.png', { frameWidth: 32, frameHeight: 48 });

// All frames
this.anims.create({
    key: 'run',
    frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 7 }),
    frameRate: 10,
    repeat: -1
});

// Custom frame sequence
this.anims.create({
    key: 'idle',
    frames: this.anims.generateFrameNumbers('dude', { frames: [0, 1, 2, 1] }),
    frameRate: 6,
    repeat: -1
});

generateFrameNumbers config:

  • start (default 0) -- first frame index
  • end (default -1, meaning last frame) -- final frame index
  • first -- a single frame to prepend before the range
  • frames -- explicit array of frame indices (overrides start/end)
Atlas Animation

Use generateFrameNames for texture atlases (string-based frame names).

js
this.load.atlas('gems', 'gems.png', 'gems.json');

this.anims.create({
    key: 'ruby_sparkle',
    frames: this.anims.generateFrameNames('gems', {
        prefix: 'ruby_',
        start: 1,
        end: 6,
        zeroPad: 4   // produces ruby_0001 through ruby_0006
    }),
    frameRate: 12,
    repeat: -1
});

generateFrameNames config:

  • prefix -- prepended to each frame number
  • suffix -- appended after each frame number
  • start, end -- numeric range
  • zeroPad -- left-pad numbers to this length with zeros
  • frames -- explicit array of frame numbers (overrides start/end)

If you call generateFrameNames(key) with no config, it returns all frames from the atlas.

String as Frames

Pass a texture key string as frames to use all frames from that texture, sorted numerically by default. Set sortFrames: false to disable sorting.

js
this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });
Yoyo and Repeat
js
this.anims.create({
    key: 'pulse',
    frames: this.anims.generateFrameNumbers('orb', { start: 0, end: 5 }),
    frameRate: 10,
    yoyo: true,       // plays forward then backward
    repeat: -1,       // -1 = forever
    repeatDelay: 500   // ms pause between each repeat cycle
});

When yoyo is true, the animation plays forward then reverses. The full cycle counts as one play.

Chaining Animations
js
sprite.play('attack');
sprite.chain('idle');                        // play idle after attack completes
sprite.chain(['fall', 'land', 'idle']);       // chain multiple
sprite.anims.chain();                        // clear the chain queue

Chaining is per-sprite. Chained animations start after animationcomplete or animationstop. An animation with repeat: -1 never completes -- call stop() to trigger the chain.

Playing in Reverse
js
// Play an animation from last frame to first
sprite.playReverse('walk');

// Reverse direction mid-playback
sprite.anims.reverse();

playReverse sets forward = false and inReverse = true. The reverse() method toggles direction mid-playback.

Play Variants
js
sprite.play('walk', true);                   // ignoreIfPlaying = true
sprite.anims.playAfterDelay('walk', 1000);   // play after 1s delay
sprite.anims.playAfterRepeat('walk', 2);     // play after current anim repeats 2x
Animation Mixing

Adds a transition delay between two specific animations, set globally on the AnimationManager.

js
this.anims.addMix('idle', 'walk', 200);
this.anims.addMix('walk', 'idle', 300);

sprite.play('idle');
sprite.play('walk');   // 200ms mix delay applied automatically

this.anims.removeMix('idle', 'walk');   // remove specific pair
this.anims.removeMix('idle');           // remove all mixes for 'idle'

Mix delays only apply with sprite.play(), not playAfterDelay or playAfterRepeat.

Pause, Resume, and Stop
js
sprite.anims.pause();                 // pause per-sprite
sprite.anims.resume();                // resume per-sprite
this.anims.pauseAll();                // global pause
this.anims.resumeAll();               // global resume

sprite.anims.stop();                  // stop immediately
sprite.anims.stopAfterDelay(2000);    // stop after 2 seconds
sprite.anims.stopAfterRepeat(1);      // stop after 1 more repeat
sprite.anims.stopOnFrame(frame);      // stop when a specific frame is reached

All stop methods fire animationstop (not animationcomplete). Chained animations trigger after stop.

Animation Events
js
sprite.on('animationcomplete', (anim, frame, gameObject, frameKey) => {
    console.log('completed:', anim.key);
});

// Key-specific complete -- only fires for the named animation
sprite.on('animationcomplete-explode', (anim, frame, gameObject, frameKey) => {
    gameObject.destroy();
});

Available events: animationstart, animationcomplete, animationcomplete-{key}, animationupdate, animationstop, animationrepeat, animationrestart. All share the same callback signature: (animation, frame, gameObject, frameKey).

Frame-Level Callbacks via animationupdate
js
sprite.on('animationupdate', (anim, frame, gameObject, frameKey) => {
    if (anim.key === 'attack' && frame.index === 4) {
        this.checkHit(gameObject);
    }
});
Per-Frame Duration

Individual frames can have a duration (ms) that is added to the base msPerFrame.

js
this.anims.create({
    key: 'combo',
    frames: [
        { key: 'fighter', frame: 'punch1', duration: 50 },
        { key: 'fighter', frame: 'kick', duration: 200 },   // hold longer
        { key: 'fighter', frame: 'recover', duration: 100 }
    ],
    frameRate: 24
});
Visibility, Random Start, and TimeScale
js
// Visibility control
this.anims.create({
    key: 'appear', frames: 'sparkle', frameRate: 12,
    showOnStart: true,      // sprite.visible = true when anim starts (after delay)
    hideOnComplete: true,   // sprite.visible = false when anim completes
    showBeforeDelay: true   // show first frame immediately even during delay
});

// Random start frame -- each sprite begins on a different frame
this.anims.create({
    key: 'ambient', frames: 'fire', frameRate: 10, repeat: -1,
    randomFrame: true
});

// TimeScale -- per-sprite or global speed control
sprite.anims.timeScale = 2;                         // 2x speed
sprite.play({ key: 'walk', timeScale: 0.5 });       // half speed via config
this.anims.globalTimeScale = 0.5;                    // affects ALL animations
Staggered Playback
js
const enemies = this.add.group({ key: 'enemy', repeat: 9 });
this.anims.staggerPlay('walk', enemies.getChildren(), 100);
// Each sprite starts 100ms after the previous. Pass staggerFirst: false to skip delay on first.
JSON Export and Import
js
// Export all global animations to JSON
const data = this.anims.toJSON();

// Import animations from JSON (pass true to clear existing animations first)
this.anims.fromJSON(data);
this.anims.fromJSON(data, true);

// Check before creating to avoid duplicate warning
if (!this.anims.exists('walk')) {
    this.anims.create({ key: 'walk', frames: 'player_walk', frameRate: 12, repeat: -1 });
}
Modifying Animation Frames at Runtime
js
const anim = this.anims.get('walk');

// Add frames to the end
anim.addFrame(this.anims.generateFrameNumbers('player', { start: 8, end: 10 }));

// Insert frames at a specific index
anim.addFrameAt(this.anims.generateFrameNumbers('player', { frames: [5] }), 2);

// Remove a specific frame object
const frame = anim.frames[3];
anim.removeFrame(frame);

// Remove frame at index
anim.removeFrameAt(0);
Aseprite Support
js
this.load.aseprite('paladin', 'paladin.png', 'paladin.json');
// In create:
this.anims.createFromAseprite('paladin');               // all tags
this.anims.createFromAseprite('paladin', ['walk']);      // specific tags only
sprite.play('walk');                                     // play by tag name

Configuration Reference

AnimationConfig (used with this.anims.create())
PropertyTypeDefaultDescription
keystring--Unique identifier for the animation
framesstring or AnimationFrame[][]Texture key string (uses all frames) or array of frame config objects
sortFramesbooleantrueNumerically sort frames when using a string key
defaultTextureKeystringnullFallback texture key if not set per-frame
frameRatenumber24Playback rate in frames per second (used if duration is null)
durationnumbernullTotal animation length in ms (derives frameRate if set)
skipMissedFramesbooleantrueSkip frames when lagging behind
delaynumber0Delay before playback starts (ms)
repeatnumber0Times to repeat after first play (-1 = infinite)
repeatDelaynumber0Delay before each repeat (ms)
yoyobooleanfalseReverse back to start before repeating
showBeforeDelaybooleanfalseShow first frame immediately during delay period
showOnStartbooleanfalseSet visible=true when animation starts
hideOnCompletebooleanfalseSet visible=false when animation completes
randomFramebooleanfalseStart from a random frame
PlayAnimationConfig (used with sprite.play())

All AnimationConfig timing properties are available, plus:

PropertyTypeDefaultDescription
keystring or Animation--Animation key or instance to play
startFramenumber0Frame index to begin playback from
timeScalenumber1Speed multiplier for this playback

Values in PlayAnimationConfig override the animation definition for this specific playback instance.

Duration vs FrameRate Priority
  • If both duration and frameRate are null: defaults to 24 fps.
  • If only duration is set: frameRate is calculated as totalFrames / (duration / 1000).
  • If frameRate is set (even if duration is also set): frameRate wins, and duration is derived as (totalFrames / frameRate) * 1000.

Events

Sprite Event Flow
  1. animationstart -- after delay expires, before first update
  2. animationupdate -- each frame change
  3. animationrepeat -- each repeat cycle
  4. animationcomplete -- natural end (finite repeat)
  5. animationcomplete-{key} -- same, with animation key appended

Stopped manually: animationstop fires instead of complete. Restarted mid-play: animationrestart fires.

All callbacks: (animation, frame, gameObject, frameKey).

Show full SKILL.md (493 more words)Show less
AnimationManager Events

Fire on this.anims: addanimation, removeanimation, pauseall, resumeall.


API Quick Reference

AnimationManager (this.anims)
MethodDescription
create(config)Create and register a global animation
remove(key)Remove a global animation by key
get(key)Get an Animation instance by key
exists(key)Check if a key is already registered
generateFrameNumbers(key, config)Generate frame array from a spritesheet
generateFrameNames(key, config)Generate frame array from an atlas
play(key, children)Play an animation on an array of Game Objects
staggerPlay(key, children, stagger)Staggered play across multiple Game Objects
pauseAll() / resumeAll()Pause/resume all animations globally
addMix(animA, animB, delay)Set transition delay between two animations
removeMix(animA, animB?)Remove a mix pairing
getMix(animA, animB)Get the mix delay between two animations
createFromAseprite(key, tags?, target?)Create animations from Aseprite JSON
toJSON()Export all animations as JSON data
fromJSON(data, clear?)Load animations from JSON data (pass true to clear existing first)
AnimationState (sprite.anims)
MethodDescription
play(key, ignoreIfPlaying?)Play an animation
playReverse(key, ignoreIfPlaying?)Play an animation in reverse
playAfterDelay(key, delay)Play after a delay in ms
playAfterRepeat(key, repeatCount?)Play after current anim repeats N times
chain(key)Queue animation(s) to play after current one
stop()Stop immediately
stopAfterDelay(delay)Stop after a delay in ms
stopAfterRepeat(repeatCount?)Stop after N more repeats
stopOnFrame(frame)Stop when a specific frame is reached
pause(atFrame?)Pause playback
resume(fromFrame?)Resume playback
restart(includeDelay?, resetRepeats?)Restart from beginning
reverse()Reverse direction mid-playback
getName()Get the current animation key
getFrameName()Get the current frame key
getProgress()Get progress 0-1
setProgress(value)Set progress 0-1
setRepeat(value)Change repeat count during playback
getTotalFrames()Get total frame count
create(config)Create a local animation on this sprite
exists(key)Check if a local animation exists
get(key)Get a local animation by key

Key properties: isPlaying, hasStarted, currentAnim, currentFrame, forward, inReverse, timeScale.


Gotchas

  1. Animations are global by default. this.anims.create() registers across all Scenes. Do not recreate in every Scene -- it logs a warning and returns the existing one.
  2. repeat: -1 never fires animationcomplete. Use stop() to end infinite animations. Listen for animationstop instead.
  3. frameRate beats duration. If both are set, frameRate wins. Set only duration (leave frameRate null) to control total length.
  4. Per-frame duration is additive. Added on top of base msPerFrame, not a replacement.
  5. play() stops the current animation (fires animationstop). Use play(key, true) to skip if already playing.
  6. Mix delays only work with play(). playAfterDelay/playAfterRepeat bypass mixes.
  7. Local animations override global. Same key on a sprite's local map takes priority.
  8. Sprite shorthand methods. sprite.play(), sprite.playReverse(), sprite.chain(), sprite.stop() wrap sprite.anims.*.
  9. Chained anims fire after stop too. Clear the queue with sprite.anims.chain() before stopping if unwanted.
  10. generateFrameNumbers end=-1 means last frame. The __BASE frame is excluded automatically.

Source File Map

FilePurpose
src/animations/AnimationManager.jsGlobal singleton -- create, remove, get, generateFrame*, mix, staggerPlay
src/animations/Animation.jsAnimation definition -- frames, timing, yoyo, repeat logic
src/animations/AnimationState.jsPer-sprite component -- play, stop, pause, chain, events
src/animations/AnimationFrame.jsSingle frame data -- textureKey, textureFrame, duration, progress
src/animations/events/index.jsAll animation event constants
src/animations/typedefs/Animation.jsAnimationConfig typedef
src/animations/typedefs/PlayAnimationConfig.jsPlayAnimationConfig typedef
src/animations/typedefs/GenerateFrameNumbers.jsConfig for generateFrameNumbers
src/animations/typedefs/GenerateFrameNames.jsConfig for generateFrameNames

© autonomous-ai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in store/agents/phaser/skills/animations of autonomous-ai/openharness.

Open the folder on GitHubat commit 50da5db

Compare with similar skills

Animations next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Animations this skillautonomous-ai/openharness1.1k—~4.5kAutomated safety check: PassMIT
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Code-Drawn 2D Game Art0x0funky/agent-sprite-forge4.3k—~2.5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.6k—~4.5kAutomated safety check: PassApache-2.0
Hatch PethAcKlyc/MyAgents9182 repos~9.5kAutomated safety check: PassApache-2.0
Pixel Artmateaix/mateclaw1.1k5 repos~1.8kAutomated safety check: PassApache-2.0

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Questions about Animations

What does Animations do?

A skill your agent uses when creating or controlling sprite animations in Phaser 4. Animations is an agent skill from autonomous-ai/openharness. Use this skill when creating or controlling sprite animations in Phaser 4.

When should I use Animations?

Animations fits situations like: controlling sprite animations in Phaser 4; : sprite animation; animation frames.

How do I install Animations in Claude Code?

Run `npx skills add autonomous-ai/openharness --skill animations -a claude-code`. Or copy the skill folder (store/agents/phaser/skills/animations in autonomous-ai/openharness) into .claude/skills/animations in your project. Claude Code loads it when a task matches its description.

How do I install Animations in Codex?

Run `npx skills add autonomous-ai/openharness --skill animations -a codex`. Or copy the skill folder (store/agents/phaser/skills/animations in autonomous-ai/openharness) into .agents/skills/animations in your project. Codex loads it when a task matches its description.

Can I use Animations in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add autonomous-ai/openharness --skill animations -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animations, .gemini/skills/animations, .github/skills/animations and .opencode/skills/animations in your project.

What does Animations need to run?

SKILL.md names no scripts, command-line tools or credentials: Animations is instructions for the agent only.

Does Animations access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Animations safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Animations use?

Animations is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Animations use?

About 4.5k tokens (SKILL.md is roughly 18k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Animations?

Skills that share tags, products or a category with Animations: Game Asset Generator (htdt/godogen, 7.1k stars), Code-Drawn 2D Game Art (0x0funky/agent-sprite-forge, 4.3k stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars) and Hatch Pet (hAcKlyc/MyAgents, 918 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Animations?

autonomous-ai (a GitHub organization) maintains it in autonomous-ai/openharness, which has 1,149 GitHub stars. The repository holds 100 skills in this directory. The repository was last updated on October 8, 2026.

Source: autonomous-ai/openharness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.