Add auto bounding box

If there is a property called boundingBox on any layer,
the maxX and maxY of the boundingBox property will be
the width and height of that layer. The minX and minY are 0
Partial fix from #109
Fix for #98

No more double container
allow using bounding box in levels that have w or h smaller than the game w or h - before it was glitchy
Merge pull request #118 from joseadrian/master

Add auto bounding box in Tiled by setting the "boundingBox" property on a layer, with value "true" or 1.
Q.Container.fit() now updates the points.
Q.Container.fit() updates p.w, p.h, p.cx, and p.cy of the sprite.
This was not reflected in the points (as generated using _generatePoints() and _generateCollisionPoints().
fit() now calls these methods to update the points.
Merge pull request #126 from rohitj/rohitj_124_Container_fit_update_points

Q.Container.fit() now updates the points.
Fix for #125 - Container not updating collision points on children
whitespace
Fix linting Errors
Allow Meta key to be used for cmd+r shortcut on Mac
Indent
Merge pull request #132 from dy-dx/fix/mac-cmd-key

Allow Meta key to be used for cmd+r shortcut on Mac
Merge pull request #130 from lholmquist/jshinting

Fix linting errors
Viewport now centers on sprite

p.x and p.x properties are the center of the sprite, no need to add p.w and p.h anymore.
Merge pull request #140 from mrpetrocket/master

viewport.follow(): Viewport now centers on sprite
allow viewport for games with no TileLayer
Node-ify modules, separate out render loop and step loop
Fix Sprite Bleeding in Platformer
Merge pull request #1 from cykod/master

update