// Update the animation animatedSprite.Update(gameTime);
protected override void Draw(GameTime gameTime)
// Instead of calculating the row based on currentFrame, we use the property int row = CurrentAnimationRow; monogame animated sprite
_currentFrame = _frames.Count - 1; IsPlaying = false;
In MonoGame, there is no built-in "Animation Component." Instead, animation is handled manually by cycling through a (a single image containing multiple frames) and drawing different portions of that texture based on a timer. // Update the animation animatedSprite
spriteBatch.Draw(_texture, position, _frames[_currentFrame], Color.White, 0f, Vector2.Zero, 1f, effects, 0f);
// ... standard exit logic ...
public Game1()