public void Render(Vector2 position = default(Vector2), Vector2 origin = default(Vector2), float angle = default(float), Color?color = null, TextureFlip textureFlip = default(TextureFlip), RectangleF subRegion = default(RectangleF), float scale = 1, float zIndex = 0) { int tileY = frames[currentFrame] / spriteSheet.TilesX; int tileX = frames[currentFrame] - tileY * spriteSheet.TilesX; spriteSheet.Render(tileX, tileY, position, origin, angle, color ?? Color.White, textureFlip, subRegion, scale, zIndex); }