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// ## code from inside my Sprite sheet class // constructor public Sprite(Context context, int resourceIndex, int frameWidth, int frameHeight, int initialFrame) { width = frameWidth; height = frameHeight; xPos = 0; yPos = 0; currentFrame = 0; animationFrame = 0; frameRect = new Rect(0,0,width,height); isAnimating = false; if (loadSpriteResource(resourceIndex, context)) { SetToFrame(initialFrame); } } private boolean loadSpriteResource(int resourceIndex, Context context) { if (GameToyBox.BitmapCollection[resourceIndex] == null) { return false; } bitmapIndex = resourceIndex; //GameToyBox is my static resource container class bitmapWidth = GameToyBox.BitmapCollection[bitmapIndex].getWidth(); bitmapHeight = GameToyBox.BitmapCollection[bitmapIndex].getHeight(); framesAcross = bitmapWidth/width; framesDown = bitmapHeight/height; maxFrame = framesAcross * framesDown; return true; } // SetToFrame is also called by the animation system to set the sprite sheet to it's current frame public void SetToFrame(int frame) { currentFrame = frame; // find the starting x/y positions for this frame int frameX = currentFrame * width; int frameY = 0; int xWidth = width * framesAcross; // sprite sheet is laid out left to right, top to bottom while (frameX >= xWidth) { frameY += height; frameX -= xWidth; } // set the new frameRect (used in the Canvas.drawBitmap call) frameRect.left = frameX; frameRect.top = frameY; frameRect.bottom = frameY + height; frameRect.right = frameX + width; }