private void UpdateAnimationFrame(GameTime gameTime)
 {
     if (Body.LinearVelocity.Length() > .1)
     {
         ClickAnimationFrame(gameTime);
         lastDirection = direction;
     }
 }
        private void SetDirectionBasedOnInputVector(Vector2 inputVector)
        {
            if (inputVector.Y < 0 && YIsGreaterThanX(inputVector))
            {
                direction = AnimatedGameComponentDirection.Back;
                return;
            }

            if (inputVector.Y > 0 && YIsGreaterThanX(inputVector))
            {
                direction = AnimatedGameComponentDirection.Front;
                return;
            }

            if (inputVector.X < 0)
            {
                direction = AnimatedGameComponentDirection.Left;
            }
            else if (inputVector.X > 0)
            {
                direction = AnimatedGameComponentDirection.Right;
            }
        }
 private void UpdateAnimationFrame(GameTime gameTime)
 {
     if (Body.LinearVelocity.Length() > .1)
     {
         ClickAnimationFrame(gameTime);
         lastDirection = direction;
     }
 }
        private void SetDirectionBasedOnInputVector(Vector2 inputVector)
        {
            if (inputVector.Y < 0 && YIsGreaterThanX(inputVector))
            {
                direction = AnimatedGameComponentDirection.Back;
                return;
            }

            if (inputVector.Y > 0 && YIsGreaterThanX(inputVector))
            {
                direction = AnimatedGameComponentDirection.Front;
                return;
            }

            if (inputVector.X < 0)
            {
                direction = AnimatedGameComponentDirection.Left;
            }
            else if (inputVector.X > 0)
            {
                direction = AnimatedGameComponentDirection.Right;
            }
        }