I have a new problem I fixed the old one :D had to flip once every iteration of the main while loop but here is my new problem.
Is this the correct way to do animation in SDL / C++ because whats happening is when I set enemy1 = 0; or any other digit then when playing the game it causes the sprite to disappear for a couple of milliseconds
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//OGK Timer
///////////////
int Enemy1 = 0;
//increment timer "Add too the value of timer"
Enemy1++;
//if Enemy1 equal any of those cases below
switch(Enemy1)
{
case(0) : {EnemyFrame = 0;} break;
case(2) : {EnemyFrame = 1;} break;
case(4) : {EnemyFrame = 2;} break;
case(6) : {EnemyFrame = 3;} break;
case(8) : {EnemyFrame = 4;} break;
case(10) : {EnemyFrame = 5;} break;
case(12) : {Enemy1 = 0;} break;
}
//Puts OrangeGhostKnight Onto FrameBuffer
OrangeGhostKnightRect = StorageRect[10];
SDL_BlitSurface(OrangeGhostKnightSurf[EnemyFrame],NULL,Screen,&OrangeGhostKnightRect);