Tile::draw(DrawingContext& context, const Vector& pos, int layer) const
{
if(images.size() > 1) {
- size_t frame = size_t(global_time * anim_fps) % images.size();
+ size_t frame = size_t(game_time * anim_fps) % images.size();
context.draw_surface(images[frame], pos, layer);
} else if (images.size() == 1) {
context.draw_surface(images[0], pos, layer);