Fix up portal component.  Don't use .collideMove helper, because it checks a features attributes.  Just get a hit directly from the collider.
Add functional TileShipComponent that works with an object that has a Party component. When colliding with a feature that has a ship component, the ship component will modify the party component configuration to:
 - Be able to move across 'shipPassable' tiles
 - Handle transition from shipPassable/passable to change the party sprite to be a ship/party.
 - Hide the ship feature when boarded, and then move and reshow it at the final destination upon disembarking.

Misc:
 - Add support for a moveFilter to MovableComponent that delegates the move(from,to) callback to another object.  The ship component uses this to check valid moves to see if it should disembark.
 - Add 'icon' sprite support to TileObject, to make working with sprites easier across all tiles.
 - Cleanup in TileFeatureObject, and other supporting classes.
Hack up 256 demo.  Start to tear down existing eburp and tests.  Focus on simple game prototype.
Strip web down to basic FB integration (for canvas testing) and index page.
Move old eburp/gurk code into eburp/ for implementation reference.
Strip eburp references from Grunt and package.json.