public MobileSprite(Texture2D Texture)
 {
     asSprite = new SpriteAnimation(Texture);
 }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here

            //Load sprite sheet into Content Pipeline
            Tile.TileSetTexture = Content.Load<Texture2D>(@"Tilesets\part4_tileset");

            //Load a font into the Content Pipeline
            pericles6 = Content.Load<SpriteFont>(@"Fonts\Pericles6");

            // Load a level object
            LevelLibrary.Level level = Content.Load<LevelLibrary.Level>(@"Levels/level2");

            //Load a sprite for mouse selection into the content pipeline using the above level file
            myMap = new TileMap(Content.Load<Texture2D>(@"Tilesets\mousemap"), level);

            //Set Camera settings so we can see and move around in the world.
            Camera.ViewWidth = this.graphics.PreferredBackBufferWidth;
            Camera.ViewHeight = this.graphics.PreferredBackBufferHeight;
            Camera.WorldWidth = ((myMap.MapWidth - 2) * Tile.TileStepX);
            Camera.WorldHeight = ((myMap.MapHeight - 2) * Tile.TileStepY);
            Camera.DisplayOffset = new Vector2(baseOffsetX, baseOffsetY);

            //Load highlighted tile texture
            hilight = Content.Load<Texture2D>(@"Tilesets/hilight");

            // Load Vlad, the Last True Sprite King
            vlad = new SpriteAnimation(Content.Load<Texture2D>(@"Characters\T_Vlad_Sword_Walking_48x48"));

            // Give Vlad Walking Animations, marking the place in the sprite sheet where they are.
            vlad.AddAnimation("WalkEast", 0, 48*0, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkNorth", 0, 48*1, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkNorthEast", 0, 48*2, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkNorthWest", 0, 48*3, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkSouth", 0, 48*4, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkSouthEast", 0, 48*5, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkSouthWest", 0, 48*6, 48, 48, 8, 0.1f);
            vlad.AddAnimation("WalkWest", 0, 48*7, 48, 48, 8, 0.1f);

            // Give Vlad Idle Animations, so it doesn't look like he is walking when he is standing there.
            vlad.AddAnimation("IdleEast", 0, 48*0, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleNorth", 0, 48*1, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleNorthEast", 0, 48*2, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleNorthWest", 0, 48*3, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleSouth", 0, 48*4, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleSouthEast", 0, 48*5, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleSouthWest", 0, 48*6, 48, 48, 1, 0.2f);
            vlad.AddAnimation("IdleWest", 0, 48*7, 48, 48, 1, 0.2f);

            // Set Vlad's starting configuration. All this will need to be encapusulated into a file I/O class later on. Then you can
            // pull animations from an xml file somewhere in the heiriarchy.
            vlad.Position = new Vector2(100, 100);
            vlad.DrawOffset = new Vector2(-50, -100);
            vlad.CurrentAnimation = "WalkEast";
            vlad.IsAnimating = true;
        }