Initial commit.
mario.moveTo basically working.

Next:
- Fixing up spirte sheets (use mario_movements.png_
- click to move
- world, backgrounds, collidables, other entities, fights, rooms, rpg points, etc...
Cleaned up sprite sheet.
Set reg point to Mario's feet.
Move on right-click
Beginings of a World class. Have texture and size configuration set.
Created world scroll
Optimized code for checking edges.
Click to center map
Set starting position
Added configurable "scrollBounds" and "scrollVelocity" properties to World class
Created EventListener class
Moved Entity to a new file
Basic coordinates class
Entity.moveTo sets duration with fixed speed
Renaming, reorganize
Moved all scripts into their own file
Namespace under createjs (lib files) and Game (game-specific files) objects
Renamed Entity.animation to (stnd) Entity.displayObject
Rename World.container to (stnd) World.displayObject
Optimized Entity movement with some help from the Coordinates class
Created passive objects. Maybe some other stuff since I was in Charleston, that I forget about.

Right now, I'm trying to manage collision detection. Issue is the d/o's don't have width/height. Will try giving my entities "feet" (collision areas)
Collission detection, with hit radius!

Now, I just need to stop the guy. Also, prevent spawns on top of each other.
Maybe, a Game.vent.trigger("collision", entityA, entityB), that would handle it.
Collision detection -> stop hero.
Auto index all collidable objects
Handle a collision with a hard stop = pull back tween a little, to prevent ghosting.
Moved collision detection from Hero.tick to Hero.findCollisions
Moved Entity methods (collision detection, mostly) from Hero class to Entity class
Utility namespace
Includes methods for randomSpawn