var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); var sprite; function preload() { // 37x45 is the size of each frame // There are 18 frames in the PNG - you can leave this value blank if the frames fill up the entire PNG, but in this case there are some // blank frames at the end, so we tell the loader how many to load game.load.spritesheet('ms', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18); } function create() { sprite = game.add.sprite(40, 100, 'ms'); sprite.animations.add('walk'); sprite.animations.play('walk', 50, true); game.add.tween(sprite).to({ x: game.width }, 10000, Phaser.Easing.Linear.None, true); } // update isn't called until 'create' has completed. If you need to process stuff before that point (i.e. while the preload is still happening) // then create a function called loadUpdate() and use that function update() { if (sprite.x >= 300) { sprite.scale.x += 0.01; sprite.scale.y += 0.01; } }