Added Sprite Physics and Joints
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sub getSpriteCenter( spr_id, ByRef x, ByRef y)
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sub setSpriteLinearVelocity( spr_id, x, y)
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sub getSpriteLinearVelocity( spr_id, ByRef x, ByRef y)
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sub setSpriteAngularVelocity( spr_id, av)
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function getSpriteAngularVelocity( spr_id)
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sub applySpriteForce( spr_id, fX, fY, pX, pY)
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sub applySpriteCentralForce( spr_id, x, y)
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sub applySpriteTorque( spr_id, torque)
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sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY)
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sub applySpriteAngularImpulse( spr_id, impulse)
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function getSpriteMass( spr_id)
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function getSpriteInertia( spr_id)
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sub getSpriteWorldPoint( spr_id, lX, lY, ByRef x, ByRef y)
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sub getSpriteWorldVector( spr_id, lX, lY, ByRef x, ByRef y)
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sub getSpriteLocalPoint( spr_id, wX, wY, ByRef x, ByRef y)
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sub getSpriteLocalVector( spr_id, wX, wY, ByRef x, ByRef y)
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sub getSpriteLinearVelocityFromLocalPoint( spr_id, pX, pY, ByRef x, ByRef y)
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sub getSpriteLinearVelocityFromWorldPoint( spr_id, wX, wY, ByRef x, ByRef y)
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function getSpriteLinearDamping( spr_id)
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sub setSpriteLinearDamping( spr_id, linearDamping)
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function getSpriteAngularDamping( spr_id)
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sub setSpriteAngularDamping( spr_id, angularDamping)
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function getSpriteGravityScale( spr_id)
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sub setSpriteGravityScale( spr_id, g_scale)
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sub setSpriteBullet( spr_id, flag)
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function spriteIsBullet( spr_id)
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sub setSpriteSleepAllowed( spr_id, flag)
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function spriteSleepAllowed( spr_id)
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sub setSpriteAwake( spr_id, flag)
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function spriteIsAwake( spr_id)
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sub setSpriteFixedRotation( spr_id, flag)
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function spriteIsFixedRotation( spr_id)
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