I have probably missed some other fixes and additions here (did a lot of messing)
----------------------------
Sprite
----------------------------
Pause() - added, this causes the update for a sprite to be suspended, this can be used during loss of life to stop certain sprites attacking/moving etc...
Resume() - added, this causes a sprite to continue updating.
There will be timer related problems due to pausing, these are the same issues that normal timers currently suffer from when paused and then resumed. I will come up with a solution to this at some point but it is not a major problem.
For examples of pausing sprite types look at the Space invaders code when a life is lost.
Collisions:PauseAllInvaders()
GamePlay:StopInvaders()
TimerEvents:ResumeWalk()
----------------------------
EngineManager
----------------------------
SpriteFrameSingleWhitePixel() - added, adds a frame to a given sprite containing a single white pixel, this can be coloured or enlarged.
SpriteFrameSingleTransparentPixel() - added, adds a frame to a given sprite containing a single transparent pixel, used for dummy sprites mainly for applying textattributes for sprite text.
----------------------------
Limit
----------------------------
wrapExact - added, this new wrap method wraps a sprite exactly the width or height of a limit box, the wrap method aligns sprites this is no good for scrolling text displays, use this method for that. You may need to ensure that regions are wider and taller then the view area to stop pop in happening.