public void Draw(SpriteBatch spriteBatch) { Rectangle sourceRectangle = new Rectangle(0, 0, 320, 240); if (currentTime == delayTime) { Graphics.GraphicsDevice.Clear(Color.Black); spriteBatch.Draw(textures[currentFrame], new Vector2(50, 50), sourceRectangle, color, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, layer); if (currentFrame < textures.Count - 1) { currentFrame++; } else { currentFrame = 0; } } else { currentTime++; } } }