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Animating a Sprite

Demonstrates how to animate a sprite from a texture using a custom class.

The example assumes the texture you are loading contains four frames of the same size in a texture whose size is 256×64 pixels, and uses a class named AnimatedTexture, which is included with the sample.

Complete Sample

The code in this topic shows you the animation technique. You can download a complete code sample for this topic, including full source code and any additional supporting files required by the sample.

Drawing an Animated Sprite

To draw an animated sprite

  1. In your game's constructor, create an instance of the AnimatedTexture class.

    This example uses (0,0) as the origin of the texture, no rotation, a scale of 2, and a depth of 0.5.

    private AnimatedTexture SpriteTexture;
    private const float Rotation = 0;
    private const float Scale = 2.0f;
    private const float Depth = 0.5f;
    public Game1()
    {
        ...
        SpriteTexture = new AnimatedTexture(Vector2.Zero, Rotation, Scale, Depth);
    
        // Set device frame rate to 30 fps.
        TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0);
    }
    
  2. Load one or more textures to provide the image data for the animation.

    In this example, the AnimatedTexture class loads a single texture and divides it into frames of animation. It uses the last parameter to determine how many frames to draw each second. In this case, it draws four frames at two frames per second (fps).

    private Viewport viewport;
    private Vector2 shipPos;
    private const int Frames = 4;
    private const int FramesPerSec = 2;
    protected override void LoadContent()
    {
        // Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = new SpriteBatch(GraphicsDevice);
    
        // "shipanimated" is the name of the sprite asset in the project.
        SpriteTexture.Load(Content, "shipanimated", Frames, FramesPerSec);
        viewport = graphics.GraphicsDevice.Viewport;
        shipPos = new Vector2(viewport.Width / 2, viewport.Height / 2);
    }
    
  3. In your game's Update method, determine which animation frame to display.

    protected override void Update(GameTime gameTime)
    {
        ...
        float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
    
        // TODO: Add your game logic here.
        SpriteTexture.UpdateFrame(elapsed);
        base.Update(gameTime);
    }
    

    This is handled by AnimatedTexture's UpdateFrame method, which takes the elapsed seconds between updates as a parameter.

    // class AnimatedTexture
    public void UpdateFrame(float elapsed)
    {
        if (Paused)
            return;
        TotalElapsed += elapsed;
        if (TotalElapsed > TimePerFrame)
        {
            Frame++;
            // Keep the Frame between 0 and the total frames, minus one.
            Frame = Frame % framecount;
            TotalElapsed -= TimePerFrame;
        }
    }
    
  4. In your game's Draw method, call SpriteBatch.Draw on the AnimatedTexture object.

    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);
    
        // TODO: Add your drawing code here
        spriteBatch.Begin();
        SpriteTexture.DrawFrame(spriteBatch, shipPos);
        spriteBatch.End();
    
        base.Draw(gameTime);
    }
    

    AnimatedTexture draws the sprite using the subrectangle of the texture that contains the desired animation.

    // class AnimatedTexture
    public void DrawFrame(SpriteBatch batch, Vector2 screenPos)
    {
        DrawFrame(batch, Frame, screenPos);
    }
    public void DrawFrame(SpriteBatch batch, int frame, Vector2 screenPos)
    {
        int FrameWidth = myTexture.Width / framecount;
        Rectangle sourcerect = new Rectangle(FrameWidth * frame, 0,
            FrameWidth, myTexture.Height);
        batch.Draw(myTexture, screenPos, sourcerect, Color.White,
            Rotation, Origin, Scale, SpriteEffects.None, Depth);
    }
    

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