public object Clone()
        {
            FrameAnimationClass f = new FrameAnimationClass();

            f.frameLength = frameLength;
            f.frames = frames;

            return f;
        }
        private void InitializeNPCs()
        {
            FrameAnimationClass up = new FrameAnimationClass(2, Engine.TileHeight, Engine.TileHeight, 0, 0);
            player_char.Animations.Add("Up", up);

            FrameAnimationClass down = new FrameAnimationClass(2, Engine.TileHeight, Engine.TileHeight, 64, 0);
            player_char.Animations.Add("Down", down);

            FrameAnimationClass left = new FrameAnimationClass(2, Engine.TileHeight, Engine.TileHeight, 128, 0);
            player_char.Animations.Add("Left", left);

            FrameAnimationClass right = new FrameAnimationClass(2, Engine.TileHeight, Engine.TileHeight, 64 + 128, 0);
            player_char.Animations.Add("Right", right);

            player_char.CurrentAnimationName = "Down";
            player_char.Position = GetValidPositionForNPCs();

            foreach (AnimatedSprite npc in npcs)
            {
                npc.Animations.Add("Up", (FrameAnimationClass)up.Clone());
                npc.Animations.Add("Down", (FrameAnimationClass)down.Clone());
                npc.Animations.Add("Left", (FrameAnimationClass)left.Clone());
                npc.Animations.Add("Right", (FrameAnimationClass)right.Clone());

                int animation = r.Next(3);

                switch (animation)
                {
                    case 0:
                        npc.CurrentAnimationName = "Up";
                        break;
                    case 1:
                        npc.CurrentAnimationName = "Down";
                        break;
                    case 2:
                        npc.CurrentAnimationName = "Left";
                        break;
                    case 3:
                        npc.CurrentAnimationName = "Right";
                        break;

                }

                npc.Position = GetValidPositionForNPCs();

            }
        }