public void AddAnimation(string animationKey, string textureName,
                                 CelCount celCount, int framesPerSecond)
        {
            if (!textures.ContainsKey(textureName))
            {
                textures.Add(textureName, Game.Content.Load <Texture2D>(
                                 contentPath + textureName));
            }

            int celWidth = (int)(textures[textureName].Width /
                                 celCount.NumberOfColumns);
            int celHeight = (int)(textures[textureName].Height /
                                  celCount.NumberOfRows);

            int numberOfCels = celCount.NumberOfColumns *
                               celCount.NumberOfRows;

            //we create a cel range by passing in start location of 1,1
            //and end with number of column and rows
            //2,1  =   1,1,2,1  ;    4,2  =  1,1,4,2
            AddAnimation(animationKey, textureName,
                         new CelRange(1, 1, celCount.NumberOfColumns,
                                      celCount.NumberOfRows), celWidth, celHeight,
                         numberOfCels, framesPerSecond);
        }
        public void AddAnimation(string animationKey, string textureName, CelCount celCount, int framesPerSecond)
        {
            if (!textures.ContainsKey(textureName))
            {
                textures.Add(textureName, Game.Content.Load <Texture2D>(
                                 contentPath + textureName));
            }
            int celWidth     = (int)(textures[textureName].Width / celCount.NumberOfColumns);
            int celHeight    = (int)(textures[textureName].Height / celCount.NumberOfRows);
            int numberOfCels = celCount.NumberOfColumns * celCount.NumberOfRows;

            AddAnimation(animationKey, textureName, new CelRange(1, 1, celCount.NumberOfColumns, celCount.NumberOfRows), celWidth, celHeight, 125 /*numberOfCels*/, framesPerSecond);
        }