sub getSpriteCenter( spr_id, ByRef x, ByRef y) sub setSpriteLinearVelocity( spr_id, x, y) sub getSpriteLinearVelocity( spr_id, ByRef x, ByRef y) sub setSpriteAngularVelocity( spr_id, av) function getSpriteAngularVelocity( spr_id) sub applySpriteForce( spr_id, fX, fY, pX, pY) sub applySpriteCentralForce( spr_id, x, y) sub applySpriteTorque( spr_id, torque) sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY) sub applySpriteAngularImpulse( spr_id, impulse) function getSpriteMass( spr_id) function getSpriteInertia( spr_id) sub getSpriteWorldPoint( spr_id, lX, lY, ByRef x, ByRef y) sub getSpriteWorldVector( spr_id, lX, lY, ByRef x, ByRef y) sub getSpriteLocalPoint( spr_id, wX, wY, ByRef x, ByRef y) sub getSpriteLocalVector( spr_id, wX, wY, ByRef x, ByRef y) sub getSpriteLinearVelocityFromLocalPoint( spr_id, pX, pY, ByRef x, ByRef y) sub getSpriteLinearVelocityFromWorldPoint( spr_id, wX, wY, ByRef x, ByRef y) function getSpriteLinearDamping( spr_id) sub setSpriteLinearDamping( spr_id, linearDamping) function getSpriteAngularDamping( spr_id) sub setSpriteAngularDamping( spr_id, angularDamping) function getSpriteGravityScale( spr_id) sub setSpriteGravityScale( spr_id, g_scale) sub setSpriteBullet( spr_id, flag) function spriteIsBullet( spr_id) sub setSpriteSleepAllowed( spr_id, flag) function spriteSleepAllowed( spr_id) sub setSpriteAwake( spr_id, flag) function spriteIsAwake( spr_id) sub setSpriteFixedRotation( spr_id, flag) function spriteIsFixedRotation( spr_id) sub SetSpriteDensity( spr_id, density ) function GetSpriteDensity( spr_id ) sub SetSpriteFriction( spr_id, friction ) function GetSpriteFriction( spr_id ) sub SetSpriteRestitution( spr_id, restitution ) function GetSpriteRestitution( spr_id ) sub SetSpriteRestitutionThreshold( spr_id, threshold ) function GetSpriteRestitutionThreshold( spr_id ) sub GetSpriteAABB( spr_id, ByRef x1, ByRef y1, ByRef x2, ByRef y2 ) sub SetGravity2D( x, y ) sub GetGravity2D( ByRef x, ByRef y ) sub SetWorld2DTimeStep( ts ) sub SetWorld2DVelocityIterations( v ) sub SetWorld2DPositionIterations( p ) function GetWorld2DTimeStep() function GetWorld2DVelocityIterations() function GetWorld2DPositionIterations() sub SetWorld2DAutoClearForces( flag ) function GetWorld2DAutoClearForces() function CastRay2D( from_x, from_y, to_x, to_y ) function CastRay2D_All( from_x, from_y, to_x, to_y ) sub GetRayHit2D( index, ByRef spr_id, ByRef x, ByRef y, ByRef normal_x, ByRef normal_y ) Sub SetSpriteCollisionShape(spr_id, shape) Function GetSpriteCollisionShape(spr_id) Sub SetSpriteRadius(spr_id, radius) Function GetSpriteRadius(spr_id) Sub SetSpriteBox(spr_id, w, h) Sub GetSpriteBoxSize(spr_id, ByRef w, ByRef h) Sub SetSpriteChain(spr_id, ByRef vx, ByRef vy, v_count, prev_x, prev_y, next_x, next_y) Sub SetSpriteChainLoop(spr_id, ByRef vx, ByRef vy, v_count) Sub SetSpritePolygon(spr_id, ByRef vx, ByRef vy, v_count)