public void updateAnimation()
    {
        if (!this.active)
        {
            return;
        }

        elapsedTime += Game.delta;

        if (elapsedTime > frameTime)
        {
            currentFrame++;

            if (currentFrame == frameCount)
            {
                currentFrame = 0;
                if (!looping)
                {
                    active = false;
                }
            }
            elapsedTime = 0;
        }
    }