Some sprites use individual images, maybe numbered files, then each image is shown in turn to form the animation.
Some sprites use a single image though, with several sprite frames. In DBPro you could grab these images (with a for...next loop, x and y) then do the same as if they were individual files. What I prefer to do, and a lot of other developers, is to use UV coordinates instead, so I'd make the sprite from the tile sheet image, then set the UV coordinate of the sprite to show just the animation frame that I want. This is a little more complex, but saves a lot of time as well - once it's been coded it would cut down on media handling no end.
Anyway, lets pretend you have a sprite sheet with 16x16 sprites on there, in a 8x8 grid...
Load bitmap "mysprites.png",0
img=100
For y=0 to 7
For x=0 to 7
get image img,x*16,y*16,(x+1)*16,(y+1)*16,1
inc img,1
next x
next y
Then you would have all those sprites as images, and just pasting image 100 will show the top left frame from your sprite sheet. Say frames 100 to 107 are an idle loop...
fr#=0.0
Do
inc fr#,0.03
if fr#>7 then fr#=0.0
sprite 1,mousex(),mousey(),100+fr#
sync
Loop
The sprite UV coordinates can be set, meaning a sprite sheet would be just 1 single image, but this can be fiddly, I already have a function that does this easily so I'll just post that up later.

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