broken tile marked as not cascading
welding sequence class to hold data across cascades
implement cascade limited and logic for new tile generation
game state model can remove a single tile as a tileCoord
define a collapse delay time for the user to see the word before it collapses
WETile stores its active state, setup piece animation methods
collapse tiles methods setup
remove unnecessary method
gsm: changeTile method, synthesize loosePieceList, don't set a piece to nil in an array
tile animation method in WETile
fix warning
this is unnecessary, actually
print board helper
set tile to not active when falling is complete
basic cascading works, with a few bugs
add a tile position debugger
debugs for touches
update boardPos when relocating tile
"ice" tile looks like hot tile for now
hide tiles above broken tiles, remove unused code