Sprite.play
Fix for incorrect new particle positioning
Fix Particle Emitters when using Emitter width/height
Make animation looping robust when skipping frames.
Merge branch 'dev' of https://github.com/XekeDeath/phaser into dev
Removed redundant assignment.
* Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
* Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
* Change: When you swap State all active tweens are now purged.
Merge pull request #76 from XekeDeath/dev

Fix for particles emitting in the wrong area when using emitter.width/height. And small change to make animation looping more robust.
Merge pull request #74 from cottonflop/dev

Fix for incorrect new particle positioning (issue #73)
Merge pull request #71 from webeled/dev

More examples migrated across.
Fix for incorrect new particle positioning (issue #73)
Sound duration fixes.
* Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
* Button.setFrames will set the current frame based on the button state immediately.
* InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
Merge pull request #80 from webeled/dev

Tons of new examples
Build
* Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
* Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
* Removed the callbackContext parameter from Group.callAll because it's no longer needed.
* Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
* Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
Fixed bug in LinkedList#remove that could cause first/tail to be have pointers to dead node
Merge pull request #84 from onedayitwillmake/dev

Fixed bug in LinkedList#remove that could cause first to point to a dead node
Fixed bug in LinkedList#remove that could cause first to point to a dead node