úÎ0 ,9      !"#$%&'()*+,-./012345678None !#9:;IT[_$)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.SState for progression through an animation | `example = Position minBound 0 0 LoopAlways9Index 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. Loop'Count 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.KOne way to represent sprite sheet information. | JSON loading is included. 'Generalized sprite sheet data structure >Describe the boxed area of the 2d sprite inside a sprite sheetAnimation Keyframe.  is used for JSON parsing.+Sematically for an animation key constraint1Type 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. Alias for RGB (8bit, 8bit, 8bit)Type aliased seconds'Avoided newtype wrapper for convenience*Generate animations given each constructor!Lookup the frames of an animationNew ' with its animation key to loop foreverNew + with its animation key with a limited loopNew =Intermediate function for how a frame should be step through.4Step through the animation resulting a new position.<Use the position to find the current frame of the animation. YUse the position to find the current location, lik a sprite sheet clip, of the animation.!£The animation has finished all its frames. Useful for signalling into switching to another animation. With a Loop'Always, the animation will never be completed."$Cycle through the next animation key#(Cycle through the previous animation key$5Simple function diff'ing the position for loop change%Quick function for loading . | Check the example.&Quick function for loading (, then using it to load its image for a   | Check the example.>9:;< ABCD EF GHIJKLM?@ !"#$PreviousNext%'Path of the sprite sheet info JSON file&Inject animage loading function'Path of the sprite sheet info JSON file'()*'  !"#$%&'  !$ "#%&!9:;< ABCD  EF  GHIJKLM?@ !"#$%&'()*N         !"#$%&'()*+,-./0123456789:;<:;=>?@ABCDEFGHIJKL$animate-0.2.0-3YmT7h0TeylCPEoRA99Oc9 Data.Animate FrameStepFrameStep'CounterFrameStep'DeltaPositionLoop Loop'Always Loop'CountSpriteSheetInfo SpriteSheet SpriteClipKeyNamekeyNameKey AnimationsFrame FrameIndexColor DeltaSecondsSeconds animationsframesByAnimation initPositioninitPositionLoopsinitPositionWithLoop stepFrame stepPosition currentFramecurrentLocationisAnimationCompletenextKeyprevKeypositionHasLoopedreadSpriteSheetInfoJSONreadSpriteSheetJSON$fFromJSONSpriteSheetInfo$fToJSONSpriteSheetInfo$fFromJSONSpriteClip$fToJSONSpriteClip $fShowFrame $fEqFrame$fShowAnimations$fEqAnimations$fShowSpriteClip$fEqSpriteClip$fShowSpriteSheetInfo$fEqSpriteSheetInfo $fShowLoop$fEqLoop$fShowPosition $fEqPosition$fShowFrameStep $fEqFrameStep$sel:pKey:Position$sel:pFrameIndex:Position$sel:pCounter:Position$sel:pLoop:PositionbaseGHC.EnumEnumBounded$sel:fLocation:Frame$sel:fDelay:Frame$sel:ssiImage:SpriteSheetInfo$sel:ssiAlpha:SpriteSheetInfo$sel:ssiClips:SpriteSheetInfo"$sel:ssiAnimations:SpriteSheetInfo$sel:ssAnimations:SpriteSheet$sel:ssImage:SpriteSheet$sel:scX:SpriteClip$sel:scY:SpriteClip$sel:scW:SpriteClip$sel:scH:SpriteClip$sel:scOffset:SpriteClip$sel:unAnimations:Animations