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Home/ Questions/Q 7910295
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Editorial Team
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Editorial Team
Asked: June 3, 20262026-06-03T12:49:10+00:00 2026-06-03T12:49:10+00:00

I’m currently creating animation with xna. I have no problem to animate spritesheet when

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I’m currently creating animation with xna.
I have no problem to animate spritesheet when the frame Height, Width and duration are the same between all the frames.

But i didn’t find it very flexible and i’d like to animate without a spritesheet of same frameHeight/Width and more importantly without constant duration.

Is there any tutorials or code sample to learn this?

EDIT:
I think of something like this but i can’t make it work:

    public void Update(GameTime gameTime)
    {
        if (elapsedTime > frameTime)
        {
            currentFrame++;
            elapsedTime = 0;
        }

        sourceRect = new Rectangle(newpositionX, newpositionY, newframeWidth, newframeHeight);
        frametime = newframetime
   }
enter code here

The difficulty is how to specify accurately the new position and the new frame time for each frame.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-03T12:49:15+00:00Added an answer on June 3, 2026 at 12:49 pm

    I did with this class

    public void Update(GameTime gameTime)
    {
    currentAnimation = (currentAnimation + 1) % ExtractionXml.AnimationCount;

            elapsedTime += (int)gameTime.ElapsedGameTime.TotalMilliseconds;
    
            if (currentFrame == animationData.Animations[currentAnimation].Frames.Length)
            {
                if (Looping == true)
                currentFrame = 0;
            }
    
            if (elapsedTime > animationData.Animations[currentAnimation].Frames[currentFrame].Duration*1000 && currentFrame <= animationData.Animations[currentAnimation].Frames.Length-1)
            {
                Height = animationData.Animations[currentAnimation].Frames[currentFrame].Height;
                Width = animationData.Animations[currentAnimation].Frames[currentFrame].Width;
                X = animationData.Animations[currentAnimation].Frames[currentFrame].X;
                Y = animationData.Animations[currentAnimation].Frames[currentFrame].Y;
    
                sourceRect = new Rectangle(X, Y, Width, Height);
                //destinationRect = new Rectangle((int)Position.X - (int)(Width * scale) / 2, (int)Position.Y - (int)(Height * scale) / 2, (int)(Width * scale), (int)(Height * scale));
                destinationRect = new Rectangle(scale* ((int)Position.X - (animationData.Animations[currentAnimation].Frames[currentFrame].Width / 2) + (animationData.Animations[currentAnimation].Frames[currentFrame].OffSetX))
                                              , scale * ((int)Position.Y - (animationData.Animations[currentAnimation].Frames[currentFrame].Height / 2) + (animationData.Animations[currentAnimation].Frames[currentFrame].OffSetY))
                                              , scale * animationData.Animations[currentAnimation].Frames[currentFrame].Width
                                              , scale * animationData.Animations[currentAnimation].Frames[currentFrame].Height);
                //destinationRect = new Rectangle(0 , 0 , animationData.Animations[currentAnimation].Frames[currentFrame].Width, animationData.Animations[currentAnimation].Frames[currentFrame].Height);
                currentFrame++;
                elapsedTime = 0;
            }
        }        
    
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