public override void Update(GameTime gameTime, Rectangle clientBounds)
        {
            elapsedTime += gameTime.ElapsedGameTime.Milliseconds;
            if (elapsedTime >= intervalTime)
            {
                elapsedTime -= intervalTime;
                currentFrame.X++;
                if (direction == false)
                {
                    if (currentFrame.X == sheetSize.X && currentFrame.Y == 9)
                    {
                        currentFrame.X = 1;
                        currentFrame.Y = 6;
                    }
                    if (currentFrame.X > sheetSize.X)
                    {
                        currentFrame.X = 1;
                        currentFrame.Y++;
                    }
                }
                if (direction == true)
                {
                    if (currentFrame.X == sheetSize.X && currentFrame.Y == 3)
                    {
                        currentFrame.X = 1;
                        currentFrame.Y = 0;
                    }
                    if (currentFrame.X > sheetSize.X)
                    {
                        currentFrame.X = 1;
                        currentFrame.Y++;
                    }
                }
            }

            MouseState mouseState = Mouse.GetState();

            if (mouseState.LeftButton == ButtonState.Pressed)
            {
                position.X = mouseState.X;
                position.Y = mouseState.Y;
            }

            /* if (position.X != mouseState.X || position.Y != mouseState.Y)
             * {
             *   position.X = mouseState.X;
             *   position.Y = mouseState.Y;
             * }*/
            if (position.X < 0)
            {
                position.X = 0;
            }
            if (position.Y < 0)
            {
                position.Y = 0;
            }
            if (position.X > (clientBounds.Width - (int)((1 + (level - 1) / 10) * frameSize.X)))
            {
                position.X = clientBounds.Width - (int)((1 + (level - 1) / 10) * frameSize.X);
            }
            if (position.Y > (clientBounds.Height - (int)((1 + (level - 1) / 10) * frameSize.Y)))
            {
                position.Y = clientBounds.Height - (int)((1 + (level - 1) / 10) * frameSize.Y);
            }


            //鼠标相对位置
            if ((mouseState.X > position.X + (int)((1 + (level - 1) / 10) * (5 + (int)(frameSize.X / 2))) && mouseState.Y > position.Y + (int)((1 + (level - 1) / 10) * (3 + (int)(frameSize.X / 2)))) && (mouseState.Y > position.Y + (int)((1 + (level - 1) / 10) * (5 + (int)(frameSize.Y / 2))) && mouseState.X > position.X + (int)((1 + (level - 1) / 10) * (3 + (int)(frameSize.X / 2)))))
            {
                Now_direction = re_direction.RD;
                speed.X       = speed.Y = 5;
                direction     = true;
            }
            if ((mouseState.X > position.X + (int)(1 + (level - 1) / 10) * (5 + (int)(frameSize.X / 2)) && mouseState.Y < position.Y - (int)((1 + (level - 1) / 10) * (3 - (int)(frameSize.Y / 2)))) && (mouseState.Y < position.Y - (int)((1 + (level - 1) / 10) * (5 - (int)(frameSize.Y / 2))) && mouseState.X > position.X + (int)((1 + (level - 1) / 10) * (3 + (int)(frameSize.X / 2)))))
            {
                Now_direction = re_direction.RU;
                speed.X       = 5;
                speed.Y       = -5;
                direction     = true;
            }
            if ((mouseState.X < position.X - (int)((1 + (level - 1) / 10) * (5 - (int)(frameSize.X / 2))) && mouseState.Y > position.Y + (int)((1 + (level - 1) / 10) * (3 + (int)(frameSize.Y / 2)))) && (mouseState.Y > position.Y + (int)((1 + (level - 1) / 10) * (5 + (int)(frameSize.Y / 2))) && mouseState.X < position.X - (int)((1 + (level - 1) / 10) * (3 - (int)(frameSize.X / 2)))))
            {
                Now_direction = re_direction.LD;
                speed.X       = -5;
                speed.Y       = 5;
                direction     = false;
            }
            if ((mouseState.X < position.X - (int)((1 + (level - 1) / 10) * (5 - (int)(frameSize.X / 2))) && mouseState.Y < position.Y - (int)((1 + (level - 1) / 10) * (3 - (int)(frameSize.Y / 2)))) && (mouseState.Y < position.Y + (int)((1 + (level - 1) / 10) * ((int)(frameSize.Y / 2) - 5)) && mouseState.X < position.X - (int)((1 + (level - 1) / 10) * (3 - (int)(frameSize.X / 2)))))
            {
                Now_direction = re_direction.LU;
                speed.X       = speed.Y = -5;
                direction     = false;
            }
            if (mouseState.X >= position.X - (int)((1 + (level - 1) / 10) * (5 - (int)(frameSize.X / 2))) && mouseState.X <= position.X + (int)((1 + (level - 1) / 10) * (5 + (int)(frameSize.X / 2))) && mouseState.Y >= position.Y - (int)((1 + (level - 1) / 10) * (5 - (int)(frameSize.Y / 2))) && mouseState.Y <= position.Y + (int)((1 + (level - 1) / 10) * (5 + (int)(frameSize.Y / 2))))
            {
                speed.X       = speed.Y = 0;
                Now_direction = last;
            }
            if (mouseState.Y >= position.Y - (int)((1 + (level - 1) / 10) * (3 - (int)(frameSize.Y / 2))) && mouseState.Y <= position.Y + (int)((1 + (level - 1) / 10) * (3 + (int)(frameSize.Y / 2))) && mouseState.X > position.X + (int)((1 + (level - 1) / 10) * (5 + (int)(frameSize.X / 2))))
            {
                speed.X       = 5; speed.Y = 0;
                Now_direction = last;
            }
            if (mouseState.Y >= position.Y - (int)((1 + (level - 1) / 10) * (3 - (int)(frameSize.Y / 2))) && mouseState.Y <= position.Y + (int)((1 + (level - 1) / 10) * (3 + (int)(frameSize.Y / 2))) && mouseState.X < position.X - (int)((1 + (level - 1) / 10) * (5 - (int)(frameSize.X / 2))))
            {
                speed.X       = -5; speed.Y = 0;
                Now_direction = last;
            }
            if (mouseState.X >= position.X - (int)((1 + (level - 1) / 10) * (3 - (int)(frameSize.X / 2))) && mouseState.X <= position.X + (int)((1 + (level - 1) / 10) * (3 + (int)(frameSize.X / 2))) && mouseState.Y > position.Y + (int)((1 + (level - 1) / 10) * (5 + (int)(frameSize.Y / 2))))
            {
                speed.X       = 0; speed.Y = 5;
                Now_direction = last;
            }
            if (mouseState.X >= position.X - (int)((1 + (level - 1) / 10) * (3 - (int)(frameSize.X / 2))) && mouseState.X <= position.X + (int)((1 + (level - 1) / 10) * (3 + (int)(frameSize.X / 2))) && mouseState.Y < position.Y - (int)((1 + (level - 1) / 10) * (5 - (int)(frameSize.Y / 2))))
            {
                speed.X       = 0; speed.Y = -5;
                Now_direction = last;
            }



            //等待化简!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1



            if (last == re_direction.RU && Now_direction == re_direction.LU)
            {
                currentFrame.X = 0; currentFrame.Y = 6;
            }

            if (last == re_direction.RU && Now_direction == re_direction.LD)
            {
                currentFrame.X = 0; currentFrame.Y = 6;
            }
            if (last == re_direction.LU && Now_direction == re_direction.RU)
            {
                currentFrame.X = 0; currentFrame.Y = 0;
            }
            if (last == re_direction.LU && Now_direction == re_direction.RD)
            {
                currentFrame.X = 0; currentFrame.Y = 0;
            }

            if (last == re_direction.RD && Now_direction == re_direction.LD)
            {
                currentFrame.X = 0; currentFrame.Y = 6;
            }

            if (last == re_direction.RD && Now_direction == re_direction.LU)
            {
                currentFrame.X = 0; currentFrame.Y = 6;
            }

            if (last == re_direction.LD && Now_direction == re_direction.RD)
            {
                currentFrame.X = 0; currentFrame.Y = 0;
            }
            if (last == re_direction.LD && Now_direction == re_direction.RU)
            {
                currentFrame.X = 0; currentFrame.Y = 0;
            }
            last = Now_direction;



            position += speed;
        }
        public override void Update(GameTime gameTime, Rectangle clientBounds)
        {
            //base.Update(gameTime, clientBounds);
            elapsedTime += gameTime.ElapsedGameTime.Milliseconds;



            position += Speed;

            if (Speed.X < 0)
            {
                direction = false;
            }
            if (Speed.X > 0)
            {
                direction = true;
            }

            if (position.X > (clientBounds.Width))
            {
                currentFrame.X = currentFrame.Y = 0;
            }
            if (position.X < 0 - frameSize.X * 2.5)
            {
                currentFrame.X = 0;
                currentFrame.Y = 4;
            }

            if (position.X < 0 - frameSize.X * 2.5 || position.X > (clientBounds.Width))
            {
                speed.X *= -1;
                if (last == re_direction.LU)
                {
                    Now_direction = re_direction.RU;
                }
                if (last == re_direction.LD)
                {
                    Now_direction = re_direction.RD;
                }
                if (last == re_direction.RU)
                {
                    Now_direction = re_direction.LU;
                }
                if (last == re_direction.RD)
                {
                    Now_direction = re_direction.LD;
                }
            }
            if (position.Y < 0 - frameSize.Y * 2.5 || position.Y > (clientBounds.Height))
            {
                speed.Y *= -1;
                if (last == re_direction.LU)
                {
                    Now_direction = re_direction.LD;
                }
                if (last == re_direction.LD)
                {
                    Now_direction = re_direction.LU;
                }
                if (last == re_direction.RU)
                {
                    Now_direction = re_direction.RD;
                }
                if (last == re_direction.RD)
                {
                    Now_direction = re_direction.RU;
                }
            }

            if (elapsedTime >= intervalTime)
            {
                elapsedTime -= intervalTime;
                currentFrame.X++;
                if (speed.X < 0)
                {
                    if (currentFrame.X == sheetSize.X && currentFrame.Y == 3)
                    {
                        currentFrame.X = 1;
                        currentFrame.Y = 0;
                    }
                    if (currentFrame.X > sheetSize.X)
                    {
                        currentFrame.X = 1;
                        currentFrame.Y++;
                    }
                }
                if (speed.X > 0)
                {
                    if (currentFrame.X == sheetSize.X && currentFrame.Y == 7)
                    {
                        currentFrame.X = 1;
                        currentFrame.Y = 4;
                    }
                    if (currentFrame.X > sheetSize.X)
                    {
                        currentFrame.X = 1;
                        currentFrame.Y++;
                    }
                }
            }
        }