Hello friends! I unfortunately need help once again ...

Ok so, the project is to display, and animate a sprite using imbeds instead of importing them into a .fla library.

here is my test sprite sheet:


I use an assets.as to import the sprite sheets this file is located in /assetsTest folder:
Actionscript Code:
package assetsTest  {
    import flash.display.*;
    public class assets {
        [Embed(source='myImage.png')]
        public static var myImage:Class;
    }
   
}

now that we have the image cached, i send it over to my animation.as script (located in same folder as above):

Actionscript Code:
package assetsTest
{

    import flash.events.*;
    import flash.geom.*;
    import flash.display.*;
    import assetsTest.assets;

    public class animation extends MovieClip
    {
        var bowserTilesHeight:int;
        var bowserTilesWidth:int;
        var bowserTilesLength:int;
        var animationIndex:int;
        var animationCount:int;
        var animationDelay:int;
        var bowserX:int;
        var bowserY:int;
        var bowserRect:Rectangle;
        var bowserPoint:Point;

        var canvasBD:BitmapData;
        var canvasBitmap:Bitmap;

        var tileSheet:Bitmap;
        var tileSheetData:BitmapData;

        var backGroundBitmapData:BitmapData;

        public function animation()
        {
            bowserTilesHeight = 91;
            bowserTilesWidth = 66;
            bowserTilesLength = 16;
            animationIndex = 0;
            animationCount = 0;
            animationDelay = 1;

            bowserX = (stage.stageWidth / 2)-(bowserTilesWidth / 2);
            bowserY = (stage.stageHeight / 2)-(bowserTilesHeight / 2);

            canvasBD = new BitmapData(bowserTilesWidth,bowserTilesHeight,true,0);
            canvasBitmap = new Bitmap(canvasBD);

            backGroundBitmapData = new BitmapData(bowserTilesWidth,bowserTilesHeight,true,0);

            tileSheet = new assets.myImage();
            if (tileSheet == null) {
                // catch error
                trace("Bowser Sprite Sheet Missing... code: Ani_49");
                return;
            }
            tileSheetData = tileSheet.bitmapData.clone();

            bowserRect = new Rectangle(0,0,bowserTilesWidth,bowserTilesHeight);
            bowserPoint = new Point(0,0);

            addChild(canvasBitmap);

            canvasBitmap.x = bowserX;
            canvasBitmap.y = bowserY;

            addEventListener(Event.ENTER_FRAME,aniLoop);
        }
        private function aniLoop(e:Event)
        {
            clearFrame();
        }
        private function clearFrame():void
        {
            canvasBD.lock();

            canvasBD.copyPixels(backGroundBitmapData, backGroundBitmapData.rect, bowserPoint);

            drawBowser();
        }
        private function drawBowser():void
        {
            if (animationCount == animationDelay)
            {
                animationIndex++;
                animationCount = 0;
                if (animationIndex == bowserTilesLength)
                {
                    animationIndex = 0;
                }
            }
            else
            {
                animationCount++;
            }
            bowserRect.x = int((animationIndex % bowserTilesLength)) * bowserTilesWidth;
            bowserRect.y = int((animationIndex / bowserTilesLength)) * bowserTilesHeight;
            canvasBD.copyPixels(tileSheetData,bowserRect, bowserPoint);
            canvasBD.unlock();
        }

    }

}

now to my question, how can i make it so i can use a Main.as to run this animation.as file?

every time i try it says undefined method animation through a reference with static type class.