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@telazer/phaser-anim-helper

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  • License MIT

A helper library for Phaser animation manipulation

Package Exports

  • @telazer/phaser-anim-helper
  • @telazer/phaser-anim-helper/dist/index.js

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (@telazer/phaser-anim-helper) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

Telazer - Phaser Anim Helper

GitHub

For more helpers and utilities, check out Telazer NPM Page

A TypeScript utility library for Phaser 4 that simplifies animation handling and manipulation. It offers powerful helpers for:

  • Auto-frame configuration
  • Extends Phaser.GameObjects.Sprite
  • Full control with direct methods from the instance
  • Event listeners

Installation

npm install @telazer/phaser-anim-helper

Getting Started

Import AnimHelper into your Phaser scenes.

Key Features

  • One-time initialization
  • Global access via static API
  • Automatic texture caching and optimization

Usage

Initialization (Loader Scene)

import AnimHelper from "@telazer/phaser-anim-helper";

export class InitScene extends Phaser.Scene {
  constructor() {
    super({ key: SCENE_KEYS.INIT });
  }

  async preload() {
    // This can be called later on again for more images if needed.

    AnimHelper.load(this, [
      {
        sprite: "player",
        url: "[path-to-asset-folder]/player.png",
        width: 16, // frame width
        height: 16, // frame height
        frames: {
          idle: { start: 0, end: 3, frameRate: 5, loop: true },
          run: { start: 4, end: 7, frameRate: 5, loop: true },
          attack: { start: 8, end: 12, frameRate: 5, loop: true },
        },
      },
    ]);
  }
}

Access in Other Scenes

import AnimHelper from "@telazer/phaser-anim-helper";

export class GameScene extends Phaser.Scene {
  constructor() {
    super({ key: SCENE_KEYS.GAME });
  }

  create() {
    const anim = AnimHelper.render(this, "player", 100, 100);
  }
}

Control Animations

// Run predefined animation
anim.run("idle");

// Pause and resume the animation
anim.pause();
anim.resume();

// Change the speed of the animation
// This will converted to the frame-rate under the hood.
// You can pass speed multiplier directly.
// 2 means 2x speed.
anim.speed(2);

// Add complete listener
const completeHandler = () => {
  console.log("animation completed");
};
anim.onComplete(completeHandler);
// Remove complete listener
anim.offComplete(completeHandler);
// Or remove all complete listeners
anim.offComplete();

// Add repeat listener.
// Will trigger everytime the animation ends in repeat mode.
// offRepeate(handler); or offRepeat(); to remove listeners.
anim.onRepeat(() => {
  console.log("animation repeated");
});

Frame Events

Set events in the frames config.

AnimHelper.load(this, [
  {
    sprite: "player",
    url: "[path-to-asset-folder]/player.png",
    width: 16,
    height: 16,
    frames: {
      ...
      attack: {
        start: 8,
        end: 12,
        frameRate: 5,
        loop: true,
        events: 10, <---
      },
      ...
    },
  },
]);

Then add listener for the event.

const anim = AnimHelper.render(this, "adventurer", 100, 100);

anim.onFrameEvent((event) => {
  // Listener will be triggered when the animation reaches to desired frame.
  // event.anim: "attack"
  // event.key: "single_event"
  // event.frame: 10
  // event.step: 2 (absolute index)
});

Set multiple Frame Events

AnimHelper.load(this, [
  {
    sprite: "adventurer",
    url: "[path-to-asset-folder]/adventurer.png",
    width: 16,
    height: 16,
    frames: {
      ...
      attack: {
        start: 8,
        end: 12,
        frameRate: 5,
        loop: true,
        events: [
          { key: "start", frame: 8 },
          { key: "hit", frame: 10 },
          { key: "recover", frame: 11 },
        ]
      },
      ...
    },
  },
]);


const anim = AnimHelper.render(this, "adventurer", 100, 100);

anim.onFrameEvent((event) => {
  // event.anim: "attack"
  // event.key: "hit"
  // event.frame: 10
  // event.step: 2 (absolute index)
});

Development

# Clone the repo and
# Install dependencies
npm install

# Build the library
npm run build

License

MIT License

Copyright (c) 2025 Telazer LLC.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rightsto use, copy, modify, merge, publish, distribute, sublicense, and/or sellcopies of the Software, and to permit persons to whom the Software isfurnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in allcopies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS ORIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THEAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHERLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THESOFTWARE.