Android stock browser check

This is a class-static function of Phaser.Device to check wether we’re
running on an Android Stock browser. Autors might want to scale down on
effects and switch to the CANVAS rendering method on those devices.
Usage: var defaultRenderingMode = Phaser.Device.isAndroidStockBrowser()
? Phaser.CANVAS : Phaser.AUTO;
Added position Point object for quick x/y coordinates access.
Plus validation of non-point objects
"Reuse a single Point object rather than creating a new one each time"
Initial Rope Commit
added: Rope debug, segments, updateAnimation
fixed: replaced 'snake' with key
add README.md index
Removed the notion of Sprite Sheets vs single frame images

Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.

For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.

The engine doesn’t have to check for non-existing .frameData anymore.

An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.

Think of it this way: an image with one frame is an animation of just
one frame.
Removed some more checks
Fix for scale issues in CocoonJS using webgl renderer and screencanvas
P2 bounds now collides with everything by default
Phaser.Physics.P2.addPolygon now takes a nested array again (thanks @wayfu #1060)
Merge pull request #1071 from Dumtard/dev

Fix for previous PR #1028
Merge pull request #1064 from txusinho/dev

Fix for scale issues in CocoonJS using webgl renderer and screencanvas
Added a UA string test for Kindle

Also added PS Vita so the “silk” detection doesn’t confuse that one.
Resolves issue with pixel perfect click / over detection on Sprites that used trimmed image atlases for animations or frames > 0.
Merge pull request #1080 from lucbloom/detect-kindle

Added a UA string test for Kindle
Updated readme.
Arcade Physics Body.skipQuadTree is a new boolean that if set to `true` when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.