working on removing visible flag
fixed colour layer
changed install script to work on windows systems too
Removed the deprecated and duplicated `ObjectEntity.collide*` and `me.game.collide*` functions

Until ticket #103 is done, the official way to check for collision is
using `me.game.world.collide()`.

This also simplify merging with ticket #103 since these functions are
gone in that branch
[#425] [#426] Small fixes to me.Color

- Fix `toRGB` and `toRGBA` with floating point numbers
- Fix `setColor` when `a` is passed as 0
- Whitespace
[#424] fixed the onReset function ignoring the given parameters
Merge pull request #418 from insidiator/install-script

changed install script to work on windows systems too
[documentation] now relies on a proper grunt task, instead of using a local hard-copy

don't forget to run first `npm install` to update all dependencies.
[#428] Fixed instantiation of un-named Tile Object (regression + code cleaning)

- un-named tile object are now being given a generic 'TileObject' name,
himself registering a SpriteObject type object in the object pool
- this also allow to remove the specific TMX Tile Object code from the
me.pull.pull function
[#352] me.Vector2d now implements a `scale`  and `scaleV` function
[jslint] fixed a mixed space and tabs error
[#384] added a `resizeV` function and the possibility for the former `resize` function to also take a ratio for scaling on the y axis
Refactor me.Color

- `setColor` now properly validates the color components given
- All manipulations go through the `setColor` setter, allowing component validation at the edge
- Marked the r, g, b, and alpha properties readonly, to avoid users trying to change them without using the setter
- Changed `add` blending function to average the alpha components
- Added a `lighten` function
- Added a new parser for RGB[A] format
- Color parsers now cascade, meaning parseCSS can handle all color formats (except HSL[A] -- But nobody uses it anyway. :)
- Added reminder comments to memoize (cache) the results on some functions. The caching should be done cautiously, since there are 2^24 possible color inputs, and some ridicouls number higher if you account for the alpha component.
- Made documentation slightly prettier in some places
- Normalized all method argument names
- Reordered functions, grouping them by operation
- Replaced tabs with spaces, and stripped trailing whitespace
[#434] fixed initial declaration of the font property
added clone method to me.Color
normalized whitespace on texturepacker file
[#439] Split input.js in preparation for gamepad API
Update me.Color documentation
Merge pull request #436 from insidiator/color-clone

me.Color clone method
Add documentation for me.Color.clone and fix a bug with alpha