Nope - you wouldn't halt the execution of an actual game to animate one element... all the other issues nowithstanding, how would you animate two objects at differing and altering speeds? Delay is just there because it's expedient in the context of an example.
The same goes for the iterator (i%) - in a real game you'd probably want to wrap the starting and ending animation frames for various movements within a custom type to aid organisation and readability.
The same goes for the iterator (i%) - in a real game you'd probably want to wrap the starting and ending animation frames for various movements within a custom type to aid organisation and readability.