Please help me i cant fix this

Hey guys pls help me i have watched this tutorial: https://www.youtube.com/watch?v=OLsiWxgONeM
i watched the whole video did the exact same thing but i have a 126 errors pls someone help me!
btw this is a video about how to make a 2d sprite animating and walking in directions

ScreenShots:
https://gyazo.com/638092e4f4e5f8fdc6054d2abbee8a72

Scripts etc:
Game1.cs:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Survival.Models;
using Survival.Sprites;
using System.Collections.Generic;

namespace Survival
{
///


/// This is the main type for your game.
///

public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;

    private List<Sprite> _sprites;


    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    }

    /// <summary>
    /// Allows the game to perform any initialization it needs to before starting to run.
    /// This is where it can query for any required services and load any non-graphic
    /// related content.  Calling base.Initialize will enumerate through any components
    /// and initialize them as well.
    /// </summary>
    protected override void Initialize()
    {
        // TODO: Add your initialization logic here

        base.Initialize();
    }

    /// <summary>
    /// LoadContent will be called once per game and is the place to load
    /// all of your content.
    /// </summary>
    protected override void LoadContent()
    {
        // Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = new SpriteBatch(GraphicsDevice);

        var animations = new Dictionary<string, Animation>()
        {
            { "WalkUp", new Animation(Content.Load<Texture2D>("Player/WalkingUp"), 3) },
            { "WalkDown", new Animation(Content.Load<Texture2D>("Player/WalkingDown"), 3) },
            { "WalkLeft", new Animation(Content.Load<Texture2D>("Player/WalkingLeft"), 3) },
            { "WalkRight", new Animation(Content.Load<Texture2D>("Player/WalkingRight"), 3) },
        };

        _sprites = new List<Sprite>()
        {
            new Sprite(animations)
            {
                Position = new Vector2(150, 100),
                Input = new Input()
                {
                   Up = Keys.W,
                   Down = Keys.S,
                   Left = Keys.A,
                   Right = Keys.D,
                 },
                },
                new Sprite(new Dictionary<string, Animation>()
               {
                 { "WalkUp", new Animation(Content.Load<Texture2D>("Player/WalkingUp"), 3) },
                 { "WalkDown", new Animation(Content.Load<Texture2D>("Player/WalkingDown"), 3) },
                 { "WalkLeft", new Animation(Content.Load<Texture2D>("Player/WalkingLeft"), 3) },
                 { "WalkRight", new Animation(Content.Load<Texture2D>("Player/WalkingRight"), 3) },
               }

                Position = new Vector2(100, 100),
                Input = new Input()
                {
                   Up = Keys.Up,
                   Down = Keys.Down,
                   Left = Keys.Left,
                   Right = Keys.Right,
                },
            },

        };

        // TODO: use this.Content to load your game content here
    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// game-specific content.
    /// </summary>
    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }

    /// <summary>
    /// Allows the game to run logic such as updating the world,
    /// checking for collisions, gathering input, and playing audio.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Update(GameTime gameTime)
    {

         foreach (var sprite in _sprites)
        sprite.Update(gameTime, _sprites);

        // TODO: Add your update logic here

        base.Update(gameTime);
    }

    /// <summary>
    /// This is called when the game should draw itself.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);

    spriteBatch.Begin();

    foreach (var sprite in _sprites)
        sprite.Draw(spriteBatch);

    spriteBatch.End();

        // TODO: Add your drawing code here

        base.Draw(gameTime);
    }
}

}

Sprite.cs:
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Survival.Managers;
using Survival.Models;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Survival.Sprites
{
public class Sprite
{
#region Fields

    protected AnimationManager _animationManager;

    protected Dictionary<string, Animation> _animations;

    protected Vector2 _position;

    protected Texture2D _texture;

    #endregion

    #region Properties

    public Input Input;

    public Vector2 Position;
    {
      get { return _position; }
      set
      {
         _position = Value;

        if(_animationManager != null)
          _animationManager.Position = _position;
      }
    }

    public float Speed = 1f;

    public Vector2 Velocity;

    #endregion

    #region Method

    public virtual void Draw(SpriteBatch spriteBatch)
    {
     if (_testure != null)
        spriteBatch.Draw(_texture, Position, Color.White);
     else if (_animationManager != null)
     _animationManager.Draw(spriteBatch);
     else throw new Exception("This ain't right..!"); 
    }

    protected virtual void Move()
    {
        if (Keyboard.GetState().IsKeyDown(Input.Up))
            Velocity.Y = -Speed;
        else if (Keyboard.GetState().IsKeyDown(Input.Down))
            Velocity.Y = Speed;
        else if (Keyboard.GetState().IsKeyDown(Input.Left))
            Velocity.X = -Speed;
        else if (Keyboard.GetState().IsKeyDown(Input.Down))
            Velocity.X = Speed;
    }

    protected virtual void SetAnimations()
    {
     if (Velocity.X > 0)
    _animationManager.Play(_animations["WalkRight"]);
     else if (Velocity.X < 0)
    _animationManager.Play(_animations["WalkLeft"]);
     else if (Velocity.Y > 0)
    _animationManager.Play(_animations["WalkDown"]);
     else if (Velocity.Y < 0)
    _animationManager.Play(_animations["WalkUp"]);
    }

public Sprite(Dictionary<string, Animation> animations)
{
_animations = animations;
_animationManager = new AnimationManager(_animations.First().Value);
}

    public Sprite(Texture2D texture)
    {
        _texture = texture;
    }

    public virtual void Update(GameTime gametime, List<Sprite> sprites)
    {
        Move();

      SetAnimations();


     _animationManager.Update(GameTime);

      Position += Velocity;
      Velocity = Vector2.Zero;
    }

    #endregion
}

}

Input.cs:

using Microsoft.Xna.Framework.Input;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Survival.Models
{
public class Input
{
public Keys Down { get; set; }

    public Keys Left { get; set; }

    public Keys Right { get; set; }

    public Keys Up { get; set; }
}

}

Animation.cs:
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Survival.Models
{
public class Animation
{
public int CurrentFrame { get; set; }

  public int FrameCount { get; private set; }

  public int FrameHeight { get; { return Texture.Height; } }

  public float FrameSpeed { get; set; }

  public int FrameWidth { get { return Texture.Width / FrameCount; } }

  public bool IsLooping { get; set; }

  public Texture2D Texture { get; private set; }

  public Animation(Texture2D texture, int frameCount)
    {
        Texture = texture;

        FrameCount = frameCount;

        IsLooping = true;

        FrameSpeed = 0.2f;
    }
}

}

AnimationManager.cs: using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Survival.Models;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace Survival.Managers
{
class AnimationManager
{
private AnimationManager _animation;

    private float _timer;
    
    public Vector2 Position { get; set; }

    public AnimationManager(Animation animation)
    {
        _animation = animation;
    }

    public void Draw(SpriteBatch spriteBatch)
    {
        spriteBatch.Draw(_animation.Texture,
                         Position,
                         new Rectangle(_animation.CurrentFrame * _animation.FrameWidth,
                                       0,
                                       _animation.FrameWidth,
                                       _animation.FrameHeight),
                         Color.White);
    }

    public void Play(Animation animation)
    {
        if (_animation == animation)
            return;

        _animation = animation;

        _animation.CurrentFrame = 0;

        _timer = 0;
    }
            public void Stop()
    {
        _timer = 0f;

        _animation.CurrentFrame = 0;
    }

    public void Update(GameTime gameTime)
    {
        _timer += (float)gameTime.ElapsedGameTime.TotalSeconds;

        if(_timer > _animation.FrameSpeed)
        {
            _timer = 0f;

            _animation.CurrentFrame++;

            if (_animation.CurrentFrame >= _animation.FrameCount)
                _animation.CurrentFrame = 0;
}

}
}
}

Hi! Which version of visual studio are you using? And which. Net framework also.

Welcome to the world of developers, you will often see this kind of things
Did you go line 76 by doubleclicking the error and see why there is an error on ‘,’ ?
Next error with missing ;
Etc. You have to check what you typed against the c# version you are using

iam using monogame and the 2017 visual studio version but i can find the problems tbh

It would help if you could provide the error list you generated as well as the code with line numbers… :relaxed: