úÎFC     None !#9:;IT[_)You can ignore. An intermediate type for - to judge how to increment the current frame.1New counter to compare against the frame's delay.1How much delta to carry over into the next frame.*State for progression through an animationIndex for the animation.ˆIndex wihin the animation. WARNING: Modifying to below zero or equal-to-or-greater-than-the-frame-count will throw out of bounds errors.]Accumulated seconds to end of the frame. Will continue to compound if animation is completed. <How to loop through an animation. LoopCount is a count down.5Never stop looping. Animation can never be completed.NCount down loops to below zero. 0 = no loop. 1 = one loop. 2 = two loops. etc.1Type safe animation set. Use an sum type with an ! and " instance for the animation a.#UUser defined reference to the location of a sprite. For example, a sprite sheet clip.$.Minimium amount of time for the frame to last.  Type aliased seconds (tentative) 3Avoided newtype wrapper for convenience (tentative) *Generate animations given each constructor!Lookup the frames of an animation=Intermediate function for how a frame should be step through.7Step through the animation resulting in a new position.£The animation has finished all its frames. Useful for signalling into switching to another animation. With a LoopForever, the animation will never be completed.ASimple function diff'ing the position for loop change (tentative) %& #$ PreviousNext     %&  #$ '       !"#!"$%& '($animate-0.0.0-5m7Myb4QvpU52uKL8WkoMV Data.Animate FrameStepFrameStepCounterFrameStepDeltaPositionLoop LoopForever LoopCount AnimationsFrame DeltaSecondsSeconds animationsframesByAnimation stepFrame stepAnimationisAnimationCompletepositionHasLooped $fShowFrame $fEqFrame$fShowAnimations$fEqAnimations $fShowLoop$fEqLoop$fShowPosition $fEqPosition$fShowFrameStep $fEqFrameStep$sel:_pAnimation:Position$sel:_pFrameIndex:Position$sel:_pCounter:Position$sel:_pLoop:PositionbaseGHC.EnumEnumBounded$sel:_fLocation:Frame$sel:_fDelay:Frame$sel:unAnimations:Animations