public void updateFrame(GameTimer gameTime)
	{
		// Get the time since the last Update.
		_TotalElapsedTime += (float) gameTime.getElapsedTime().TotalSeconds();

		// If it's not time to change frame yet, stop here.
		if (_TotalElapsedTime < _TimePerFrame) { return; }

		// If the animation is going forward.
		if (_AnimationDirection)
		{
			// If the number of drawn frames are less than the total, change to the next.
			if (_FrameIndex < _FrameEndIndex)
			{
				_FrameIndex++;
			}
			// Make the animation start over.
			else
			{
				_FrameIndex = _FrameStartIndex;
			}
		}
		// If the animation is going backwards.
		else
		{
			// If the number of drawn frames are less than the total, change to the next.
			if (_FrameIndex > _FrameStartIndex)
			{
				_FrameIndex--;
			}
			// Make the animation start over.
			else
			{
				_FrameIndex = _FrameEndIndex;
			}
		}

		// Load the new frame's texture into memory.
		loadFrame();

		// Subtract the time per frame, to be certain the next frame is drawn in time.
		_TotalElapsedTime -= _TimePerFrame;
	}