Separated logic loop from draw loop.  New Timer object handles game time.  Game object now internally manages its own loop via facade pattern.  Only externally available functions are begin(), stop() and getFPS().
Improved test setup with call counters.  Added manual game loop activation example.
More reporting functionality.

Added pause functionality to Timer to better represent actual game time.
Added dynamic fps updating to Timer.

Added more controls for step (click and hold), auto run and an fps (update frequency) slider.
Separated controls from game logic (almost, still have value updates from the Game object).
Reporting now fully separate from game engine.

All statisics and logging are routed through alien.Report object.  Future plans to encapsulate it further by requiring id parameters for the target element to update, but what is there works for now.

Changed all references to frames to ticks, to avoid confusion between rendering frames and gamelogic updates.
Basic canvas rendering
Basic event handling
Fixed event object/array disconnect
Semi-functional collision detection
dunno
Component/entity system
Entity-component support! (for rendering)
Working on event system
Added behavior functionality and object cloning
Components are now accessed using componentname instead of an object mapping.

Fixed behavior bug where any events bound to an object would be applied to the object with global id 0.

Oscillate behavior is now compatible with DragAndDrop.
Basic scene functionality
Scene wrap collision detection (no resolution yet)
Scene compatibility for event/behavior systems.  They now only watch/pass events to entities in the current loaded scene.

Separating axis collision test implemented.
Delete unused files
Physics system and basic velocity/acceleration support

In-game time now begins at the first step, instead of on page load
Begin connectivity behavior