úÎ0 +{Q      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPNone "$6;<=KV]a)")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 animation +example = Position minBound 0 0 Loop'AlwaysIndex 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 units 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.,Semantically for an animation key constraint 0Type safe animation set. Use a sum type with an Q and R instance for the animation, a.%UUser defined reference to the location of a sprite. For example, a sprite sheet clip.&/Minimium amount of units for the frame to last.( Alias for RGB (8bit, 8bit, 8bit))*Generate animations given each constructor*!Lookup the frames of an animation+New ' with its animation key to loop forever,New + with its animation key with a limited loop-New .=Intermediate function for how a frame should be step through./4Step through the animation resulting a new position.0<Use the position to find the current frame of the animation.1YUse the position to find the current location, lik a sprite sheet clip, of the animation.2£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.3%Cycle through the next animation key.4)Cycle through the previous animation key.56Simple function diff'ing the position for loop change.6Quick function for loading  . Check the example.7Quick function for loading  (, then using it to load its image for a . Check the example.5PreviousNext6'Path of the sprite sheet info JSON file7 Inject an image loading function'Path of the sprite sheet info JSON file8  !"#$%&'()*+,-./012345678('#$%& !"  )*+,-./25013467     !"#$%&S        !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOMNPQ#animate-0.4.0-CMX2T1BJuIlY8GI8VnZLlAnimate FrameStepFrameStep'CounterFrameStep'DeltaPosition$sel:pKey:Position$sel:pFrameIndex:Position$sel:pCounter:Position$sel:pLoop:PositionLoop Loop'Always Loop'CountSpriteSheetInfo$sel:ssiImage:SpriteSheetInfo$sel:ssiAlpha:SpriteSheetInfo$sel:ssiClips:SpriteSheetInfo"$sel:ssiAnimations:SpriteSheetInfo SpriteSheet$sel:ssAnimations:SpriteSheet$sel:ssImage:SpriteSheet SpriteClip$sel:scX:SpriteClip$sel:scY:SpriteClip$sel:scW:SpriteClip$sel:scH:SpriteClip$sel:scOffset:SpriteClipKeyNamekeyNameKey Animations$sel:unAnimations:AnimationsFrame$sel:fLocation:Frame$sel:fDelay:Frame FrameIndexColor animationsframesByAnimation initPositioninitPositionLoopsinitPositionWithLoop stepFrame stepPosition currentFramecurrentLocationisAnimationCompletenextKeyprevKeypositionHasLoopedreadSpriteSheetInfoJSONreadSpriteSheetJSON$fFromJSONSpriteClip$fToJSONSpriteClip$fFromJSONSpriteSheetInfo$fToJSONSpriteSheetInfo $fShowFrame $fEqFrame$fGenericFrame$fShowAnimations$fEqAnimations$fShowSpriteClip$fEqSpriteClip$fGenericSpriteClip$fGenericSpriteSheet$fShowSpriteSheetInfo$fEqSpriteSheetInfo$fGenericSpriteSheetInfo $fShowLoop$fEqLoop $fGenericLoop$fShowPosition $fEqPosition$fGenericPosition$fShowFrameStep $fEqFrameStep$fGenericFrameStepbaseGHC.EnumEnumBounded