             @_dis.context.restore()
     _update: ->
         if @_dis.visible
-            if @_dis.timer.getElapsedTime() >= (1000 / @_dis.frameRate)
-                if @_dis.current.frame < @_dis.current.stop
-                    @_dis.current.frame += 1
+            if @_ani.timer.getElapsedTime() >= (1000 / @_ani.frameRate)
+                if @_ani.current.frame < @_ani.current.stop
+                    @_ani.current.frame += 1
                 else
-                    @_dis.current.frame = @_dis.current.start
-                @_dis.timer.restart()
+                    @_ani.current.frame = @_ani.current.start
+                @_ani.timer.restart()
             super()
 #end class AniSprite

        for own key, value of env.ANISPRITE_DEFAULT_CONFIG
            config[key] ?= value
        
        #call the Sprite constructor
        super(config)
    

The Greenhorn Gaming Engine animated Sprite class
###

#private helper class
class AniCycle
    constructor: (data) ->
        @frame = data.start
        @index = data.index
        @start = data.start
