You're not telling it to animate. This is directly from the Hello World sample project:
while ( LoopGDK ( ) )
{
// inside our main loop we can control the logic of the program,
// we want to take our animated sprite and display it on screen,
// this can be achieved by calling the function dbPasteSprite, this
// function takes 3 parameters, the first parameter is an ID number
// of the sprite, earlier on when we created the sprite we used an
// ID number of 1, so when we call dbPasteSprite we pass in an ID of
// 1 to indicate the sprite we created, the next two parameters are
// X and Y coordinates, these are used to position the sprite at a
// specific location on screen, in our case we will position the
// sprite at 0, 0 which is the top left of the screen
dbPasteSprite ( 1, 0, 0 );
// our sprite is using an image that has multiple frames on, by default
// it will display frame 1, we want to cycle through all the images to
// show our animation, we can do this by calling dbPlaySprite, this
// function takes 4 parameters, the first is an ID number, we use ID number
// 1, the second parameter controls the start frame, we start from the
// beginning so use a value of 1, the third parameter defines the end
// frame, we have 16 frames of animation so pass in a value of 16, the
/// final parameter controls the delay between switching frames, we pass
// in a value of 200, lower values will make the frames change quickly
// while higher values will make the frames change slowly
dbPlaySprite ( 1, 1, 16, 200 );
// the final call in our main loop is to dbSync, this function will
// update the screen and draw any graphics
dbSync ( );
}
Your_Health = (My_Mood == HAPPY) ? 100 : NULL;