Анимация спрайтов Monogame

Полный код

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
 
namespace Game1
{
    public class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D texture;
        Vector2 position = Vector2.Zero;
 
        int frameWidth = 108;
        int frameHeight = 140;
        Point currentFrame = new Point(0, 0);
        Point spriteSize = new Point(8, 2);
 
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            TargetElapsedTime = new System.TimeSpan(0, 0, 0, 0, 400);
        }
 
        protected override void Initialize()
        {
            base.Initialize();
        }
 
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            texture = Content.Load<Texture2D>("scottpilgrim_multiple");
        }
 
        protected override void UnloadContent()
        {
        }
 
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
                Exit();
 
            ++currentFrame.X;
            if (currentFrame.X >= spriteSize.X)
            {
                currentFrame.X = 0;
                ++currentFrame.Y;
                if (currentFrame.Y >= spriteSize.Y)
                    currentFrame.Y = 0;
            }
 
            base.Update(gameTime);
        }
         
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
 
            spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend);
 
            spriteBatch.Draw(texture, position,
                new Rectangle(currentFrame.X * frameWidth,
                    currentFrame.Y * frameHeight,
                    frameWidth, frameHeight),
                Color.White, 0, Vector2.Zero,
                1, SpriteEffects.None, 0);
 
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}

Source: Blog