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- <h1>Animations Editor<a class="headerlink" href="#animations-editor" title="Link to this heading"></a></h1>
- <div class="toctree-wrapper compound">
- <ul>
- <li class="toctree-l1"><a class="reference internal" href="new-file-wizard.html">Create a new Animations file</a></li>
- <li class="toctree-l1"><a class="reference internal" href="add-animation.html">Adding animations to the file</a></li>
- <li class="toctree-l1"><a class="reference internal" href="auto-build-animations.html">Automatic creation of the animations</a></li>
- <li class="toctree-l1"><a class="reference internal" href="edit-animations-properties.html">Editing the properties of the animations</a></li>
- <li class="toctree-l1"><a class="reference internal" href="adding-deleting-frames.html">Adding and deleting frames</a></li>
- <li class="toctree-l1"><a class="reference internal" href="compiler.html">Compiling animation key constants</a></li>
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- <p><a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Animations.Animation.html">Sprite animations</a> are the most frequent option to animate characters in <a class="reference external" href="https://phaser.io">Phaser</a> games. The principle of this animation technique is the displaying of a sequence of images (frames), at a given “speed” or frame rate.</p>
- <p>Animation:</p>
- <img alt="Eagle animation." src="../_images/eagle.gif" />
- <p>Animation frames:</p>
- <img alt="Eagle animation frames." src="../_images/eagle-spritesheet.webp" />
- <p>In <a class="reference external" href="https://phaser.io">Phaser</a> v3, the animations are <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Animations.AnimationManager.html#create__anchor">created</a> as global objects, in the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Animations.AnimationManager.html">animations manager</a>:</p>
- <p>You can create a single animation:</p>
- <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="k">this</span><span class="p">.</span><span class="nx">anims</span><span class="p">.</span><span class="nx">create</span><span class="p">({</span>
- <span class="w"> </span><span class="s2">"key"</span><span class="o">:</span><span class="w"> </span><span class="s2">"acorn"</span><span class="p">,</span>
- <span class="w"> </span><span class="s2">"frameRate"</span><span class="o">:</span><span class="w"> </span><span class="mf">12</span><span class="p">,</span>
- <span class="w"> </span><span class="s2">"repeat"</span><span class="o">:</span><span class="w"> </span><span class="o">-</span><span class="mf">1</span><span class="p">,</span>
- <span class="w"> </span><span class="s2">"frames"</span><span class="o">:</span><span class="w"> </span><span class="p">[</span>
- <span class="w"> </span><span class="p">{</span>
- <span class="w"> </span><span class="s2">"key"</span><span class="o">:</span><span class="w"> </span><span class="s2">"atlas"</span><span class="p">,</span>
- <span class="w"> </span><span class="s2">"frame"</span><span class="o">:</span><span class="w"> </span><span class="s2">"acorn-1"</span>
- <span class="w"> </span><span class="p">},</span>
- <span class="w"> </span><span class="p">{</span>
- <span class="w"> </span><span class="s2">"key"</span><span class="o">:</span><span class="w"> </span><span class="s2">"atlas"</span><span class="p">,</span>
- <span class="w"> </span><span class="s2">"frame"</span><span class="o">:</span><span class="w"> </span><span class="s2">"acorn-2"</span>
- <span class="w"> </span><span class="p">},</span>
- <span class="w"> </span><span class="p">{</span>
- <span class="w"> </span><span class="s2">"key"</span><span class="o">:</span><span class="w"> </span><span class="s2">"atlas"</span><span class="p">,</span>
- <span class="w"> </span><span class="s2">"frame"</span><span class="o">:</span><span class="w"> </span><span class="s2">"acorn-3"</span>
- <span class="w"> </span><span class="p">}</span>
- <span class="w"> </span><span class="p">]</span>
- <span class="p">});</span>
- </pre></div>
- </div>
- <p>Or multiple animations:</p>
- <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="k">this</span><span class="p">.</span><span class="nx">anims</span><span class="p">.</span><span class="nx">fromJSON</span><span class="p">(</span>
- <span class="w"> </span><span class="s2">"anims"</span><span class="o">:</span><span class="w"> </span><span class="p">[</span>
- <span class="w"> </span><span class="p">{</span>
- <span class="w"> </span><span class="s2">"key"</span><span class="o">:</span><span class="w"> </span><span class="s2">"acorn"</span><span class="p">,</span>
- <span class="w"> </span><span class="c1">// ....</span>
- <span class="w"> </span><span class="p">},</span>
- <span class="w"> </span><span class="p">{</span>
- <span class="w"> </span><span class="s2">"key"</span><span class="o">:</span><span class="w"> </span><span class="s2">"player"</span><span class="p">,</span>
- <span class="w"> </span><span class="c1">// ....</span>
- <span class="w"> </span><span class="p">}</span>
- <span class="w"> </span><span class="p">]</span>
- <span class="p">);</span>
- </pre></div>
- </div>
- <p>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 <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Sprite.html#play__anchor">play()</a> method:</p>
- <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="nx">mySprite</span><span class="p">.</span><span class="nx">play</span><span class="p">(</span><span class="s2">"acorn"</span><span class="p">);</span>
- </pre></div>
- </div>
- <p>Other way to create the animations is packing them all in a single JSON file, and load the file using the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Loader.LoaderPlugin.html#animation__anchor">this.load.animation(..)</a> method:</p>
- <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="k">this</span><span class="p">.</span><span class="nx">load</span><span class="p">.</span><span class="nx">animation</span><span class="p">(</span><span class="s2">"my-anims"</span><span class="p">,</span><span class="w"> </span><span class="s2">"assets/animations.json"</span><span class="p">);</span>
- </pre></div>
- </div>
- <p><a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> provides the <a class="reference external" href="../animations-editor/index.html">Animations Editor</a>, to create the animations JSON file. So, the workflow is very simple:</p>
- <ul class="simple">
- <li><p>Create the animations JSON file with the <a class="reference external" href="../animations-editor/index.html">Animations Editor</a>.</p></li>
- <li><p>Import the animations JSON file into an <strong>Asset Pack</strong> file with the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a>.</p></li>
- <li><p>Play the animations in your code, with the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.Sprite.html#play__anchor">play()</a> method.</p></li>
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