The animation component is used to animate the sprite. It assumes that the sprite is part of
a texture atlas and will adjust the current uv values based on the current frame.
The speed of the animation. How fast the frames change per second.
frame_offset
int
The offset from the start position. If the offset is not used, a start position of 0 is assumed.
current_frame
int
The frame that the animation is currently on.
start_time
int
The start time defaults to the current ticks upon creation. Used in the frame calculations.
bVertical
bool
Determines the direction of the animation scroll. True = vertically, False = horizontally.
bLooped
bool
If the animation is looped, it will reset the current frame to 0 once it reaches num_frames. If not looped, the user must call the reset() function to reset the animation.