Programmatically draw the logo, instead of using an image for it
[#90] added documentation for TMXObjectGroup and TMXObject

also fixed object names :
* TMXOBjectGroup -> TMXObjectGroup
* TMXOBJect -> TMXObject
fixed opacity setting not being read for TMXObjectGroup
fixed the `collide`/`collideType` functions when using `entityContainers` as child objects
changed `me.EntityContainer` default size to `Infinity`, to ensure they are always "visible"
[#59] added the (optional) possibility to create child `entityContainer` correspondingly to the TMXObjectGroup defined in Tiled

This is configurable through the `me.game.mergeGroup` setting with
default value being true (will create all object under the world root
container)

Also fixed object deletion throught the `me.game.remove` function.
CHANGELOG update
[#59] added a `collidable` property to `me.EntityContainer` so that collision can be disabled per object container.
[#59] various function updates and fixes

* moved `getContainer` under `me.game`
* optimzed the `hasChild` function
* fixed the `moveTo*` set of functions
Make sure the frame index for animation upate takes effect when resetAnim() returns `false`
[#160] rewrote the HUD implementation in the platformer example to use the new `me.EntityContainer` object
fixed drawing of the game world the very first time after loading if no objects are being updated.
fixed the or operator to ensure both function are called first
[#160] few fixes and improvements to the plateformer HUD object
[#239] Updated the mouse scrolling event support

(mainly untested)
[#239] fixed event object name

(bady reused the original example !)
[#59] updated documentation to refer to me.Renderable as base type for child objects (since we are not limited only EntityObjects)
[#239] fixed (the new) `mousewheel` support on Firefox and IE11

turns out FF does not really like when we rewrite read-only properties
:)
Changelog update
Moved the me.video.blitSurface` function call into the viewport draw function

I beleive this makes more sense logically speaking, and will more easily
allow to add effects to the current viewport/camera implementation (Like
blur, rotation, or whatever).