add docs for loadSprite
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@ -308,31 +308,52 @@ lib.startGameLoop(function () {
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});
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```
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### `drawSprite`
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### `loadSprite`
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```ts
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lib.drawSprite(x: number, y: number, width: number, height: number, name: string) -> void
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lib.loadSprite(name: string, width: number, height: number) -> Promise<Sprite>
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```
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Draws a sprite imported in the asset editor.
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Loads a sprite from the asset editor with a specified width and height.
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/* todo: link to sprite editor docs */
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The `name` parameter is the file name as it is shown in the asset editor.
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Setting the `width` and `height` to anything other than those of the original image will cause the sprite to be resized take up that size.
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The loading is asynchronous, so you will have to add `await` for it to work.
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Example:
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```ts
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const mySprite = await lib.loadSprite("sprite.png", 50, 50);
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```
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After loading, the sprite is ready to be drawn.
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See also: [`lib.drawSprite()`](#Lib-drawSprite)
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### `drawSprite`
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```ts
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lib.drawSprite(x: number, y: number, sprite: Sprite) -> void
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```
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Draws a loaded sprite at the specified coordinates.
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Example:
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```ts
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const cloudSprite = await loadSprite("cloud.png", 20, 10);
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lib.startGameLoop(function () {
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lib.clear("blue");
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lib.drawSprite(20, 30, 20, 10, "cloud.png");
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lib.drawSprite(20, 30, cloudSprite);
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});
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```
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Note: Sprite images have to be loaded. This is done asynchronously, meaning a sprite might not
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appear on the canvas after the first call to `drawSprite`.
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Before drawing, the sprite must be loaded into a variable.
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Note: The sprite images are cached internally on it's `name`, `width` and `height` property. If
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these are values are different between calls, new sprite images will be loaded. This means that
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after a resize, the sprite may not appear immediately.
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See also: [`lib.loadSprite()`](#Lib-loadSprite)
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### `drawSpriteRotated`
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