/// <summary>
        /// load sheet data
        /// </summary>
        /// <param name="contentManager">the game contentmanager</param>
        /// <param name="xmlFile">the data file</param>
        /// <returns>error code, 0 if errorless</returns>
        public int Load(ContentManager contentManager, string xmlFile)
        {
            animationList = new Dictionary<string, Animation>();

            XElement document = XElement.Load(Path.Combine(contentManager.RootDirectory, xmlFile) + ".xml");

            int end = xmlFile.LastIndexOf('\\') + 1;
            string directory = xmlFile.Remove(end, xmlFile.Length - end);

            //this.texture = contentManager.Load<Texture2D>(directory + document.Name.LocalName);

            //textures
            foreach (XElement texture in document.Element("Textures").Elements())
            {
                if (texture.Name.LocalName == "Texture")
                {
                    Texture2D newTexture = contentManager.Load<Texture2D>(directory + texture.Attribute("name").Value);
                    this.textures.Add(texture.Attribute("name").Value, newTexture);
                }
            }

            int x = 0, y = 0;
            double scale = 0.0, rate = 0.0;

            //mesh
            if (document.Element("Mesh") != null)
            {
                if (int.TryParse(document.Element("Mesh").Attribute("x").Value, out x) &&
                    int.TryParse(document.Element("Mesh").Attribute("y").Value, out y))
                    mesh = new Rectangle(x, y, textures.First().Value.Width / x, textures.First().Value.Height / y);
            }

            //framerate
            if (double.TryParse(document.Element("Framerate").Attribute("default").Value, out rate))
                defaultFrameRate = (float)rate;

            //default scale
            if (double.TryParse(document.Element("Scale").Attribute("default").Value, out scale))
                defaultScale = (float)scale;

            //size
            //if (int.TryParse(document.Element("Size").Attribute("x").Value, out x) &&
            //    int.TryParse(document.Element("Size").Attribute("y").Value, out y))
            //    defaultSpriteSize = new Vector2((float)x, (float)y);

            //animations
            foreach (XElement animation in document.Element("Animations").Elements())
            {
                Animation newAnimation = new Animation();
                newAnimation.frameList = new List<Frame>();

                //frames
                foreach (XElement frame in animation.Elements("Frame"))
                {
                    Frame newFrame = new Frame();

                    if (mesh != null)
                    {
                        //not null, we create as it were a solid mesh
                        newFrame.coords.Width = mesh.Value.Width;
                        newFrame.coords.Height = mesh.Value.Height;

                        //coords
                        if (int.TryParse(frame.Attribute("x").Value, out x))
                            newFrame.coords.X = x * newFrame.coords.Width;

                        if (int.TryParse(frame.Attribute("y").Value, out y))
                            newFrame.coords.Y = y * newFrame.coords.Height;
                    }
                    else
                    {
                        //null, so we grab the manually defined values
                        if (int.TryParse(animation.Attribute("width").Value, out x))
                            newFrame.coords.Width = x;
                        if (int.TryParse(animation.Attribute("height").Value, out y))
                            newFrame.coords.Height = y;

                        //coords, per-pixel
                        if (int.TryParse(frame.Attribute("x").Value, out x))
                            newFrame.coords.X = x;

                        if (int.TryParse(frame.Attribute("y").Value, out y))
                            newFrame.coords.Y = y;
                    }

                    //check if flip
                    if(frame.Attribute("flip") != null)
                        switch (frame.Attribute("flip").Value)
                        {
                            case "H":
                                newFrame.flip = SpriteEffects.FlipHorizontally;
                                break;
                            case "V":
                                newFrame.flip = SpriteEffects.FlipVertically;
                                break;
                            default:
                                break;
                        }

                    newAnimation.frameList.Add(newFrame);
                }

                newAnimation.returnAnimation = animation.Element("End").Attribute("return").Value;

                newAnimation.name = animation.Name.LocalName;

                //add to list
                animationList.Add(animation.Name.LocalName, newAnimation);
            }

            //done

            return 0;
        }
        /// <summary>
        /// update
        /// </summary>
        /// <param name="gametime"></param>
        public void Update(GameTime gametime)
        {
            //if empty, then no frame
            if (currentAnimation != null)
            {
                //time
                currentAnimatonTime += (float)gametime.ElapsedGameTime.TotalSeconds * frameRate;

                //if gone past animation life, switch to return
                if (currentAnimatonTime > currentAnimation.Value.frameList.Count)
                {
                    //set to return
                    SetAnimation(currentAnimation.Value.returnAnimation);

                    if (currentAnimation == null)
                    {
                        //Call Animation End event
                        if (OnAnimationEnd != null)
                            OnAnimationEnd();
                    }
                }
                else
                {
                    //get render frame from list
                    currentFrame = currentAnimation.Value.frameList.ElementAt((int)currentAnimatonTime);
                }

            }
        }