Monogame Sprite Sheet [portable] ✓ ❲ESSENTIAL❳

_animator = new AnimatedSprite(_sheet); _animator.AddClip("idle", new[] "idle1", "idle2" , 4f); _animator.AddClip("walk", new[] "walk1", "walk2" , 8f); _animator.Play("idle");

"texture": "characters/hero_sheet", "frameWidth": 32, "frameHeight": 32, "regions": "idle": "x": 0, "y": 0, "width": 32, "height": 32 , "walk1": "x": 32, "y": 0, "width": 32, "height": 32 , "walk2": "x": 64, "y": 0, "width": 32, "height": 32 , "jump": "x": 96, "y": 0, "width": 32, "height": 32 monogame sprite sheet

if (_currentFrame >= _totalFrames)

Pete felt his consciousness leap from the first cell of the first row to the first cell of the second. He was no longer idling; he was walking. “Here we go again,” he thought, as the animation timer cycled him through frames five, six, seven, and eight. His legs pumped in perfect sync with the delta time. He felt the friction of the floor—a series of tiled grass textures—beneath his boots. For a few glorious seconds, he wasn't a grid of pixels; he was a hero on a quest. But then, a logic error occurred. The developer had forgotten to reset the animation frame counter when Pete hit a wall. _animator = new AnimatedSprite(_sheet); _animator

sheet.AddRegion(region.Key, region.Value.ToRectangle()); His legs pumped in perfect sync with the delta time

monogame sprite sheet