Monogame Animated Sprite -

In the Draw method, calculate the current frame's position on the sprite sheet to create a sourceRectangle .

// We only cycle through columns now int column = currentFrame % Columns;

A variable (typically a float or TimeSpan ) that tracks elapsed time to determine when to switch to the next frame based on a target Frame Rate. Implementation Workflow

_currentFrame++; _elapsedTime -= _timePerFrame; monogame animated sprite

protected override void Update(GameTime gameTime)

_texture = texture; _frames = new List<Rectangle>(); _currentFrame = 0; _timePerFrame = 1.0 / framesPerSecond; _elapsedTime = 0; _looping = looping; IsPlaying = true;

// Create a new SpriteBatch, which can be used to draw textures. _spriteBatch = new SpriteBatch(GraphicsDevice); In the Draw method, calculate the current frame's

protected override void LoadContent()

if (keyboardState.IsKeyDown(Keys.Right))

public void Play() => IsPlaying = true; public void Pause() => IsPlaying = false; public void Stop() 2. The Update Loop

// Add a property to track which animation state we are in public int CurrentAnimationRow get; set; // 0 = Run, 1 = Jump, 2 = Idle

Threshold : How long each frame lasts (e.g., 0.1f for 10 FPS). CurrentFrame : An integer representing the current index. FrameWidth/Height : The size of a single frame. 2. The Update Loop