Cache.destory now destroys cache correctly
Merged @georgiee p2 BodyDebug and reformatted for jshint pass. Looks awesome :) #536
Merge pull request #537 from Dumtard/1.2

Cache.destory fix
Fix copy paste errors
Reviewed for 10/03/2014


This includes the latest changes made to Phaser.d.ts today.  (Body)

I am pretty lost in the whole Physics Body definitions stuff so generally only do limited edits there.
Merge pull request #538 from Dumtard/1.2

Copy paste errors in cache
Cache.destroy fixed to clear up properly (thanks Dumtard, #537)
Sorted out orientationImage in ScaleManager, throwing a preUpdate error (fix #534)
Tightened up the currentFrame allocation in AnimationManager.
Merge pull request #539 from clark-stevenson/patch-1

Reviewed for 10/03/2014
Renamed Phaser.Physics.P2 const to Phaser.Physics.P2JS to avoid issue #540
Fixed Group.sort. Added z-depth property to all core game objects. Fixed P2 const overwrite.
Added z property to remaining game objects and updated TypeScript defs.
Fixed Arcade, Ninja and P2 enable methods. Modified core Physics enable. Added world enable test.
The physics configuration object can now be used to start physics systems specifically.
Particles back in and working again. Also updated most of the examples and put Body.gravity back in as well.
rnd updated so the array picks use length -1 (fixes #541)
Finished Ninja Physics updates.
Moved all of the Tilemap to P2 body methods into P2 itself (makes more sense this way) and tidied them up.
Debug canvas now clears on WebGL.
The main Game class has been modified so that the update methods no longer have any if/else checks in them. Now split into coreUpdate, etc.
Put QuadTree back into Debug class.
Debug class now clears down on WebGL.
Updated RetroFont.type.
Fixed QuadTree example.