Monogame Animated Sprite | [work]

if (_elapsedTime >= _timePerFrame) { _currentFrame++; _elapsedTime -= _timePerFrame;

_animatedSprite.Update(gameTime); base.Update(gameTime); } monogame animated sprite

// Example controls var kstate = Keyboard.GetState(); if (kstate.IsKeyDown(Keys.Space) && !_animatedSprite.IsPlaying) _animatedSprite.Play(); if (kstate.IsKeyDown(Keys.P)) _animatedSprite.Pause(); if (kstate.IsKeyDown(Keys.R)) _animatedSprite.Restart(); if (_elapsedTime &gt

public void Play() => IsPlaying = true; public void Pause() => IsPlaying = false; public void Stop() { IsPlaying = false; _currentFrame = 0; _elapsedTime = 0; } public void Restart() { _currentFrame = 0; _elapsedTime = 0; IsPlaying = true; } } using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; public class Game1 : Game { private GraphicsDeviceManager _graphics; private SpriteBatch _spriteBatch; private AnimatedSprite _animatedSprite; private Texture2D _spritesheet; = _timePerFrame) { _currentFrame++

_elapsedTime += gameTime.ElapsedGameTime.TotalSeconds;

protected override void Update(GameTime gameTime) { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) Exit();