2D sprite Animation is supposed to be based on the elapsed time from the previous update so that it runs (and looks the same) no matter the speed of the machine/device it's running on.
The method that moves my game objects already takes into account the elapsed time. The distance the object moves during updates is the elapsed time (delta) * the objects velocity.
Because the object's location changes based on the elapsed time, would it look (/run the same on all machines) passing the "distance delta" to my Animation update method instead of the delta time? The distance delta would be a number of pixels. Using the distance would ensure my frame animation lines up with how far the object has traveled.