/*  

   In case you haven't heard the word sprite in the computer context before, it's an entity that's repeatedly pasted to the screen over a period time and often move about.  For example, Space Invaders is a "sprite-based" game because each frame is made by (many) small images.  

   When G-Force starts up, it scans the contents of the folder named "Sprites".  The files in the Sprite folder are the actual things to be displayed on the screen.  You define a sprite's behavior by making a particle config in one of the two particles folders with an identical filename as the sprite's filename (this identical name allows G-Force to match up each sprite with a config that defines its behavior).  For example, the text sprite "Art, I Suppose" in the "Sprites" folder contains what's drawn on the screen, and a config with the same name is in the Particles folder.  G-Force will use the settings in the particle conifg "Art, I Suppose" to override the default settings (defined in this file, "Default Sprite")--that's why this file is a model for particle configs.  In other words, G-Force uses this file to determine the behavior for sprites that don't have a matching particle config.  
   For example, suppose we deleted the config "Art, I suppose" from the Particles folder (but left its sprite in the sprites folder).  When we start G-Force, upon seeing "Art, I suppose" in the sprites folder, it'd search the two particle folders for a match.  It wouldn't find a match, and it'd use the config "Default Sprite" instead.  
   The advantage of this scheme is that you can just drop any sprite in the sprites folder and G-Force will automatically treat it as an automatically appearing particle.  For example, if you have a handful of cool images you want to see in G-Force, drop them in the "Sprites" folder and restart G-Force (the same goes for text and movie files).  G-Force will put them in its internal particle play list.  And if you wanted to customize the behavior of certain sprites (ex, stay time, font, text size, movement on the screen, etc..), duplicate this file (or an existing sprite config), rename it to the sprite's file name (extensions are ignored), edit it, and restart G-Force.


Notes:
------
- All extensions are ignored (ex, "G-Force Logo.BMP" will cause GF too look for a particle named "G-Force Logo"). 
- You may need to invert your image files depending on the convention of them
- All sprites are placed in the automatically appearing particle play list by default.  If you don't want your sprite to be "automatic", you must define a particle config for it (and place it in the "Particles (Non-Auto)" folder).  This is needed when you need a particle/sprite in a script but don't want it to be part of the regular particle slideshow for casual viewing.

*/



/*  Like other configs, you can use temporary variables.  A-vars are evaluated once (when the config loads), and B-vars are evaluated at the start of each frame.  */

// Only evaluated when we start -- 25% chance the sprite moves (vs. stationary)
A0="( 4 + rnd( 8 ) ) * sqwv( rnd( 4 ) )",

// We don't use B0 in this config, but it's just here for example...
// B-vars are calculated each frame.
B0="t * .12345",
 

/* Like in other G-Force configs, X and Y span the G-Force window, with (+/-1, +/-1) at each corner.  The X and Y parameters below specify the center point of the image rectangle.  For example, (0,0) centers the sprite in the G-Force window and (1,-1) puts the image in the right-bottom corner of the window.  G-Force provides access to two variables called XPOS and YPOS that already mimic something like a rubber ball bouncing around in the window frame, bouncing off the window walls.  This allows you to easily make the sprite float and bounce around the window.  If you have special plans for your image's path, simply just don't use XPOS ot YPOS. */
X="XPOS",
Y="YPOS",

/*  Increase this parameter to make the speed of (XPOS, YPOS) increase.  'Sped' is *only* used in the calculations of XPOS and YPOS, so you might as well omit it if you don't use them.    Note this parameter is an expression and is evaluated only once (when the config loads, after the A-vars are evaluated).  */
Sped="A0",

/* The 'Font' and 'TSze' parameters in your G-Force prefs file set the default font and text size for text that's drawn.  However, you can override these settings by specificing the overriding 'Font' and/or 'TSze' parameters in your config.  If the sprite isn't textual, Font and TSze aren't used.  For example, we would choose a desired font and size by uncommenting the two lines below:   */
//Font="Silly Holloween Font",
//TSze=24,
 
/* Pen is how "brightly" your sprite is drawn each frame.  If Pen="0" you won't see it, and if Pen="1", your sprite will always be drawn at full intensity.  To make things a little more convenient, GF supplies the fcn FADER that ramps from 0 to 1 the first couple seconds, stays at 1, and then ramps back down to 0 a couple seconds before the particle is about to end.  Use FADER in the Pen parameter as an easy way for your particles to show up and go away in a blended way.  An example of something that would go from 0 to 1 to 0 would be sin(dt*PI).  If you omit the 'Pen' parameter, G-Force assumes Pen="FADER"  */
Pen="FADER",

/* What you see drawn from an image/text each frame is proportional to 'Pen' (see above).  However, there'd probably too much intensity smeared all over the screen if an image or text of Pen=1 just sat there for a few seconds.  Each frame, GF "erases" any text or image it drew that frame by redrawing the text or image in the intensity specified in EPen.  For example, if you set EPen=0, there'd be no "trail" because the image region would be drawn over in black before the next DeltaField interation.  In general, 'EPen' should never be larger than 'Pen' at any given instant because it wouldn't make sense to "erase" your image/text with an intensity greater than what the user is seeing (the user sees 'Pen').  In other words, the intensity of your image/text is controlled using 'Pen' while the intensity of its "trail" is controlled using 'EPen'.  If you omit the 'EPen' parameter, G-Force assumes EPen="FADER * dt ^ 1.5"--this makes the tail more and more intense over time, but masks it with FADER so the trail isn't ever more intense than 'Pen'.  */
EPen="FADER * dt ^ 1.5",


/* Often, a movie or image sprite you'd like to use is such that you see a photo-negative of it when it appears in G-Force.  This is because the standard for what's white and what's black varies over different platforms and conventions.  Set this parameter to 1 if you want G-Force to invert the sprite before it appears on screen.  If this param is omitted, like all params, it's assumed to be 0. 
   Suppose you have 50 images you'd like in your slideshow, but all need to be inverted.  It would be very annoying to have to define a particle file for each one just to be able to set Invt to 1.  To avoid this, there's a shortcut to get GF to invert a sprite: put a '~' at the end of the sprite name. For example, "Andy.BMP" would be inverted if it was renamed to "Andy~.BMP" */
Invt=0,

// If we wanted, we could make all default sprites last a certain time
//PDur="10 + rnd( 5 )",

// This is how G-Force knows what to expect from this file (ie, what version it is)
Vers=100
 