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Hi,

I think the problem was that you redefine the animations every frame and phaser doesn't like this.

Here is your example working:

http://jppresents.net/static/examples/walk/

Here is the slightly changed code: http://jppresents.net/static/examples/walk/walk.js

I move the animation creation to playerInit (and added a single frame stand animation).
Ignore the changes in preloadImageAssets, that was to fit my image files.

Edit1:
There is another small problem with your code, If you walk in two direction (up & right) at the same time, your code switches the animation from up to right every frame - this way the animation never advances to the next frame. You should restructure getPlayerInput() in a way that manages to only call one player.animations.play() at the end. You could create a variable in which you set the animation name during the key checks and then at the end call play with that value.

Edit2:
I changed the animation settting like I suggested in Edit1.

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