public override void Update(GameTime gametime)
        {
            walkingAnimationTimer += (float)gametime.ElapsedGameTime.TotalMilliseconds;
            hitAnimationTimer     += (float)gametime.ElapsedGameTime.TotalMilliseconds;
            if (alive)
            {
                this.sourceRectangle    = new Rectangle(WIDTH * WalkingFrame, 0, WIDTH, HEIGHT);
                this.hitSourceRectangle = new Rectangle(WIDTH * HitFrame, 80, WIDTH, HEIGHT);

                if (Vector2.Distance(this.Position, targetPosition) <= 50)
                {
                    this.velocity = Vector2.Zero;
                    this.Position = new Vector2(0, 0);
                }
                else
                {
                    this.velocity = AIMovement.MoveTowards(this.Position, targetPosition) * SPEED * (float)gametime.ElapsedGameTime.TotalMilliseconds;
                    UpdateRotation();
                    WalkingAnimation(ref walkingAnimationTimer);
                    HitAmimation(ref hitAnimationTimer);
                }

                if (this.health <= 0)
                {
                    Alive = false;
                }
                this.Position     += velocity;
                this.bloodPosition = position;

                //HIT POINT FLASH DISPLAY
                this.damagePosition = new Vector2(this.BoundingBox.X + randomDamageOffset, this.BoundingBox.Y + damageDisplayIncretment);
                if (displayingDamagePoints)
                {
                    damageDisplayIncretment -= 2f;
                    if (damageDisplayIncretment < -100f)
                    {
                        displayingDamagePoints  = false;
                        damageDisplayIncretment = 0f;
                    }
                }
                // HIT POINT FLASH DISPLAY

                ZombieGroan(gametime);
            }
            else if (!alive)
            {
                DeathAnmationTimer -= (float)gametime.ElapsedGameTime.TotalMilliseconds;
                if (DeathAnmationTimer <= 0)
                {
                    DeathFrame++;
                    DeathAnmationTimer = 50f;
                }

                if (DeathFrame >= 11)
                {
                    DeathFrame = 11;
                }
            }
        }