sprites/spritesheet

 
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;
    }

}