Added World.frameRate - The frame rate the world will be stepped at. Defaults to 1 / 60, but you can change here. Also see useElapsedTime property.
Added World.useElapsedTime - If true the frameRate value will be ignored and instead p2 will step with the value of Game.Time.physicsElapsed, which is a delta time value. #554
New examples for ninja physics, bitmap text, and documented the map function
Merge pull request #556 from alvinsight/1.2

New examples for ninja physics, bitmap text, and documented the map func
preUpdate rotation fix.
Render Debug moved into Arcade class.
Fixed Body.reset and Tanks game.
jshint passed all the p2 physics and fixed Debug.spriteBounds.
Lots of small tweaks to pass jshint.
Updated all the examples that were using the old physicsEnabled
Yeaah, 242 examples working, only 7 missing
Merge pull request #557 from alvinsight/1.2

Examples ready to be released !
Added p2 kill and reset test + nearing completion on tilemap collision.
Tilemap collision finally getting closer.
Added Body.tilePadding to help with small/fast moving bodies vs. tile collision.
Line.coordinatesOnLine will return all coordinates on the line using Bresenhams line algorithm.
Line now has x, y, width, height, top, bottom, left and right properties, so you can effectively get its bounds.
TilemapLayer.getRayCastTiles will let you get all tiles that hit the given line for further processing.
Fixed Tilemap collision. Added new TILE_BIAS const to aid with fast/small sprites.
New tilemap ray casting example + bounce. Also fixed sci-fly example.
Fixed all the tilemap examples.
Tile Collision Callbacks working properly. CSV / Blank map examples added. Multiple tilesets per map working again. That's it folks!