public AnimatedSprite(int totalFrames, string textureFileName, float fps)
 {
     this.totalFrames = totalFrames;
     this.textureFileName = textureFileName;
     texture = GameClass.LoadTextureData(textureFileName);
     this.frameHeight = texture.Height;
     currentFrame = 0;
     frameWidth = (int)(texture.Width / totalFrames);
     this.fps = fps;
     this.animationType = SpriteAnimationType.Repeating;
     animationDirection = SpriteAnimationDirection.Forward;
 }
        public void Update(GameTime gameTime)
        {
            frameTimer += (float)gameTime.ElapsedGameTime.TotalSeconds; //update frameTimer with current elapsed time.
            if (frameTimer > (float)(1 / fps)) //if its time to animate to the next frame.
            {
                frameTimer = 0.0f;
                switch (animationType)
                {
                    case SpriteAnimationType.Repeating: //sprite animates to the end of it's frames, and then starts over.
                        animationDirection = SpriteAnimationDirection.Forward;

                        if (!(currentFrame > totalFrames - 2))
                        {
                            currentFrame += 1;
                        }
                        else
                        {
                            currentFrame = 0;
                        }
                        break;
                    case SpriteAnimationType.AnimateOnceMaintainFirst: //sprite animates to the end of it's frames once, goes back to it's first frame, and then stops.
                        {
                            animationDirection = SpriteAnimationDirection.Forward;
                            if (!(currentFrame > totalFrames - 2))
                            {
                                currentFrame += 1;
                                singleAnimationFinished = false;
                            }
                            else
                            {
                                currentFrame = 0;
                                singleAnimationFinished = true;
                            }
                            break;
                        }
                    case SpriteAnimationType.AnimateOnceMaintainLast: //sprite animates to the end of it's frames once, and stops at the last frame.
                        {
                            animationDirection = 0;
                            if ((currentFrame < totalFrames - 1))
                            {
                                currentFrame += 1;
                                singleAnimationFinished = false;
                            }
                            else
                            {
                                currentFrame = totalFrames - 1;
                                singleAnimationFinished = true;
                            }
                            break;
                        }

                    case SpriteAnimationType.RepeatingReverse: //sprite animates backwards indefinitely.
                        {
                            animationDirection = SpriteAnimationDirection.Backward;
                            if ((currentFrame > 0))
                            {
                                currentFrame -= 1;
                            }
                            else
                            {
                                currentFrame = totalFrames - 1;
                            }
                            break;
                        }

                    case SpriteAnimationType.AlternatingReverse: //sprite animates forward until the end of it's frames, then animates back to the start, and repeats this cycle.
                        {
                            if (animationDirection == SpriteAnimationDirection.Forward)
                            {
                                if (!(currentFrame > totalFrames - 2))
                                {
                                    currentFrame += 1;
                                }
                                else
                                {
                                    currentFrame = totalFrames - 1;
                                    animationDirection = SpriteAnimationDirection.Backward;
                                }
                            }
                            else if (animationDirection == SpriteAnimationDirection.Backward)
                            {
                                if ((currentFrame > 0))
                                {
                                    currentFrame -= 1;
                                }
                                else
                                {
                                    currentFrame = 0;
                                    animationDirection = SpriteAnimationDirection.Forward;
                                }
                            }
                            break;
                        }
                }
            }
        }