change all settings via:
	setParams()
It has 1 parameter, an object containing new settings.
Only supplied settings are changed.
Stores settings in an object called:
	"init"
(init never changes during animation)
(init only changes via setParams() or newSprite()
Internal data is used & altered by functions, never directly.
So internally, "frames" & "animDirection" change as the sprite animates.
But the copies in "init" are still set to their original values.
internal "spriteWidth" and "spriteHeight" are automatically derived from the other settings.
The sprite ALWAYS stands on the origin.


Read all settings via:
	getParams()
Returns "init"
"spriteWidth" and "spriteHeight" can be read directly from the object.


- setting structure -
charset				:	"charset/marle.png"
direction			:	3		(base zero)
directions		:	4		(base one)		(amount of directions)
frame					:	2		(base zero)
frames				:	3		(base one)		(amount of frames)
pose					:	7		(base zero)
columns				:	4		(base zero)
rows					:	2		(base zero)
animType			:	"yoyo"
animDirection	:	-1
delay					:	3		(base one)
isAnimating		:	true


Initializing is the same as setParams()
newSprite( newSettings, [parent], [instanceName], [depth] );
All unsupplied settings have defaults, except for "charset"
Default is a single image, "loop", 1 frame, animation off
minimum usage:
	newSprite({charset:"marle.png"});
The result would display the entire image.


When animating is turned off, go to the initialized frame.
