title: how do I pause the SpriteAnimation in libGDX with a button to be able to view the current frame when pause button is pressed?
body: <p>I was trying to pause the animation with a pause/resume button, by doing this :</p>
  
  <pre><code>public static int gameStatus = 1;
  public int gamePaused = 0;
  public int gameRunning = 0;
  public void create(){
    gameRunning = 1;
    //.. code
  }
  public void render(){
     if(gameStatus == gameRunning){ 
  
  //some code .. 
  
              pause.setClickListener( new ClickListener() {
  
                  @Override
                  public void click(Actor actor, float x, float y) {
                      System.out.println("pause is pressed");
                      //to stop the animation at a particular frame
                      spriteBatch.begin();
                      spriteBatch.draw(currentFrame, 100, 100);                        
                      spriteBatch.end();
                      if(gameStatus!=gamePaused)
                      {
                          gameStatus = gamePaused;
                      }
                      else
                      {
                          gameStatus = 1;
                      }
  
                  }
              });
  //rest of my render animation code .. 
     }
  }
  </code></pre>
  
  <p>But on the desktop it shows 3/4th of the current frame and 1/4th of the next frame. Any idea why? And in android it behaves like the entire image is shivering.I'm wondering maybe its because its calling render() again and again. I dont understand why there is a difference in the ouput in android and the desktop version. Aren't they supposed to be the same? I think there is some indexing issue between the two. Any body else experienced the same issue? Any suggestions or a proper way to pause the animation or a tutorial link would be really helpful. Thankyou.</p>