m_pSprite->Begin(D3DXSPRITE_ALPHABLEND);
RECT rct;
rct.left = m_iActualFrameNumber * m_iFrameWidth;
rct.right = m_iActualFrameNumber * m_iFrameWidth + m_iFrameWidth;
rct.top = 0;
rct.bottom = m_iHeight;
m_pSprite->Draw(m_pTexture,&rct,NULL, &m_position,0xFFFFFFFF);
m_pSprite->End();