Have you tryed ?
Player.ID = CreateSprite ( Player.IMG )
SetSpriteAnimation ( Player.ID, 32, 32, 12 )
PlaySprite ( Player.ID, 6, 1, 1, 4 )
Some more explanations......
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Description
Initialises the sprite animation with frames from its assigned image, based on a frame width and frame height. The sprite will use the frame width and frame height to extract images of that size from its assigned image beginning in the top left corner and moving from left to right. When it reaches the right hand side of the image it will begin again one row down, moving from left to right again until the frame count is reached or it runs out of space on the image to look for frames. Storing an animation image on an atlas texture is supported.
This function is the preferred method of assigning an animation to a sprite as it avoids expensive image changes during rendering. However if all your animation frames are separate images you can use the AddSpriteAnimationFrame to add frames from images individually.
Definition
SetSpriteAnimation( iSpriteIndex, iFrameWidth, iFrameHeight, iFrameCount )
void agk::SetSpriteAnimation( UINT iSpriteIndex, int iFrameWidth, int iFrameHeight, int iFrameCount )
Parameters
?iSpriteIndex - The ID of the sprite to set for animation.
?iFrameWidth - The width of the frames in pixels on the image.
?iFrameHeight - The height of the frames in pixels on the image.
?iFrameCount - The number of frames the sprite should attempt to retrive from the image.
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Description
Begins the animation of a sprite based on the given values. Animation speed is based on animation frames per second and is not affected by the drawing frame rate.
Definition
PlaySprite( iSpriteIndex )
void agk - PlaySprite( UINT iSpriteIndex )
PlaySprite( iSpriteIndex, fFps )
void agk - PlaySprite( UINT iSpriteIndex, float fFps )
PlaySprite( iSpriteIndex, fFps, iLoop )
void agk - PlaySprite( UINT iSpriteIndex, float fFps, int iLoop )
PlaySprite( iSpriteIndex, fFps, iLoop, iFromFrame, iToFrame )
void agk - PlaySprite( UINT iSpriteIndex, float fFps, int iLoop, int iFromFrame, int iToFrame )
Parameters
?iSpriteIndex - The ID of the sprite to animate.
?fFps - Frames per second. The number of frames the sprite should attempt to cycle through every second (optional, default 10).
?iLoop - the looping mode of the sprite, 0 equals do not loop, 1 equals loop forever (optional, default 1).
?iFromFrame - The frame to begin at, frames start at 1 (optional, default
?iToFrame - The Frame to end at, frames end at SpriteFrameCount() (optional, default
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or simply use the set frame function?