Individual skill
melonjs-sprites-and-animation
Use this skill when creating sprites, playing frame animations, or working with texture atlases in melonJS. Covers Sprite construction from a plain image or an atlas region, addAnimation/setCurrentAnimation, TextureAtlas for TexturePacker/ShoeBox/Aseprite, tint, flip, NineSliceSprite, and the centred anchorPoint that offsets naive positioning. Triggers on: Sprite, new Sprite, addAnimation, setCurrentAnimation, isCurrentAnimation, TextureAtlas, TexturePacker, Aseprite, ShoeBox, atlas, region, framewidth, frameheight, tint, flipX, flipY, NineSliceSprite, animation.
packages/melonjs/skills/melonjs-sprites-and-animation/SKILL.md
Source commit a41d6a328557d69a0441d79bbeb9cd6c430275b5
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Network or broad shell
- Last checked
- Nov 5, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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Repository context
- Repository stars (not skill ratings)
- 6,439
- Repository last updated
- Nov 8, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- html5-game-engine Repository topic
- javascript-game-engine Repository topic
- 2d Repository topic
- agent-skills Repository topic
- canvas Repository topic
- contributions-welcome Repository topic
- game-development Repository topic
- game-framework Repository topic
- gamedev Repository topic
- gltf Repository topic
- engineering Derived category
Files and excerpt
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# Sprites, animation and atlases
> Creating sprites from images or atlases, driving frame animation, and the
> positioning trap that catches almost everyone.
## `pos` is the centre, not the top-left
`Renderable.anchorPoint` defaults to **`(0.5, 0.5)`**, so a sprite's `pos` is its
**centre**. `Container` forces `(0, 0)` instead, which is why containers and
sprites appear to disagree.
```js
// a 64×64 sprite at (100, 100) covers 68..132, not 100..164
const s = new Sprite(100, 100, { image: "hero", framewidth: 64, frameheight: 64 });