Monogame Sprite Sheet — !!better!!

sheet.AddRegion(region.Key, region.Value.ToRectangle());

public static SpriteSheet LoadSpriteSheet(string jsonPath, ContentManager content)

if (_currentClip == null) return; _elapsedTime += gameTime.ElapsedGameTime.TotalSeconds; if (_elapsedTime >= _currentClip.FrameDuration) _elapsedTime -= _currentClip.FrameDuration; _currentFrame++; if (_currentFrame >= _currentClip.RegionNames.Length) if (_currentClip.Loop) _currentFrame = 0; else _currentFrame = _currentClip.RegionNames.Length - 1; monogame sprite sheet

Texture2D sheetTexture = Content.Load<Texture2D>("characters/hero_sheet"); SpriteSheet heroSheet = new SpriteSheet(sheetTexture, 32, 32); heroSheet.AddRegion("idle", new Rectangle(0, 0, 32, 32)); heroSheet.AddRegion("walk1", new Rectangle(32, 0, 32, 32)); heroSheet.AddRegion("walk2", new Rectangle(64, 0, 32, 32));

if (_currentClip == null Batch your draws: Use one SpriteSheet instance and draw all frames in a single SpriteBatch.Begin/End block. Add 1-2px transparent padding between sprites to prevent

public void Draw(SpriteBatch sb)

Cache your Rectangle regions. The code above does this via Dictionary<string, Rectangle> . public static SpriteSheet LoadSpriteSheet(string jsonPath

Add 1-2px transparent padding between sprites to prevent texture bleeding (adjacent pixels bleeding into your sprite due to texture filtering). 5. Complete Example: Player Character public class Player