úÎ/2*®P      !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNONone "$6;<=KV]a(O!)You can ignore. An intermediate type for .- to judge how to increment the current frame.1New counter to compare against the frame's delay.1How much delta to carry over into the next frame.*State for progression through an animation +example = Position minBound 0 0 Loop'AlwaysIndex for the animation.ˆIndex wihin the animation. WARNING: Modifying to below zero or equal-to-or-greater-than-the-frame-count will throw out of bounds errors.[Accumulated units to end of the frame. Will continue to compound if animation is completed.=How to loop through an animation. Loop'Count is a count down. 5Never stop looping. Animation can never be completed. NCount down loops to below zero. 0 = no loop. 1 = one loop. 2 = two loops. etc. KOne way to represent sprite sheet information. JSON loading is included.'Generalized sprite sheet data structure>Describe the boxed area of the 2d sprite inside a sprite sheetAnimation Keyframe.  is used for JSON parsing.0Type safe animation set. Use a sum type with an P and Q instance for the animation, a.$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./<Use the position to find the current frame of the animation.0YUse the position to find the current location, lik a sprite sheet clip, of the animation.1£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.2%Cycle through the next animation key.3)Cycle through the previous animation key.46Simple function diff'ing the position for loop change.5Quick function for loading  . Check the example.6Quick function for loading  (, then using it to load its image for a . Check the example.4PreviousNext5'Path of the sprite sheet info JSON file6 Inject an image loading function'Path of the sprite sheet info JSON file7  !"#$%&'()*+,-./01234567'&"#$% !  ()*+,-.14/02356     !"#$%R       !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNLMOP$animate-0.5.0-IhyJIpSANEn2x4YVGpp1krAnimate FrameStepFrameStep'CounterFrameStep'DeltaPosition$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:SpriteClipKeyNamekeyName 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