I think this is what we all should use to figure out when the last time the screen was drawn. I will have to include this in my animation system.

The way we should change this in the next iteration is have a unified TimeSystem that will run each frame and update these values for all of the entities that have a Time Component. I think that there are enough pieces of the code that will need this time to correctly update their system's logic. I know I need it to make sure the rendering of the sprites is frame rate independent.