private void ParseAnim(string url)
        {
            GraphicsDevice gd = PrimalDevistation.Instance.GD;
            ContentManager cm = PrimalDevistation.Instance.CM;

            XmlDocument doc = new XmlDocument();

            doc.Load(url);

            // Create the weapon and set its name
            XmlNode   spriteNode = doc.SelectSingleNode("sprite");
            string    imageURL   = spriteNode.Attributes["img"].Value;
            Texture2D tex        = cm.Load <Texture2D>(imageURL);

            Color[,] texData = GetFramesetData(tex);

            XmlNodeList animNodes = spriteNode.SelectNodes("animation");

            foreach (XmlNode node in animNodes)
            {
                cAnim a = new cAnim();
                a.Name = node.Attributes["name"].Value;
                if (node.Attributes["loop"] != null)
                {
                    a.AnimType = GetAnimType(node.Attributes["loop"].Value);
                }
                if (node.Attributes["animLength"] != null)
                {
                    a.AnimLength = int.Parse(node.Attributes["animLength"].Value);
                }
                _animations.Add(a.Name, a);

                XmlNodeList frameNodes = node.SelectNodes("frame");
                foreach (XmlNode frameNode in frameNodes)
                {
                    int       x        = int.Parse(frameNode.Attributes["x"].Value);
                    int       y        = int.Parse(frameNode.Attributes["y"].Value);
                    int       w        = int.Parse(frameNode.Attributes["w"].Value);
                    int       h        = int.Parse(frameNode.Attributes["h"].Value);
                    Texture2D frameTex = new Texture2D(gd, w, h, 1, TextureUsage.None, SurfaceFormat.Color);
                    frameTex.SetData <Color>(GetArrayForFrame(texData, x, y, w, h));
                    a.FramesColData.Add(cGraphics.GetCollisionData(frameTex));
                    a.Frames.Add(frameTex);
                }
            }
        }
 public void Play(string animName)
 {
     _currentAnim = _animations[animName];
     _animTimer   = 0;
 }