Removed velocity from adjustToNeighbour & Test

I don't want to account for velocity too soon because then most
adjustments will end up being the same; if I wait until I have all the
the adjustments from the neighbours then some will outweigh others and
then I can chop the winner off at the velocity.

e.g. adjustment 1 pushes 4 left, adjustment 2 pushes 2 right; if I chop
them both down to velocity 2 then they're even; if I add them up then
I'll still be pushing 2 to the left.
Test findNeighboursInRange & fix location field

I confused boid.location with boid.point in a lot of cases;
I should probably create a boid "constructor"
WIP: fix tests while working on flockVector

Since I moved the velocity cap to aggregatedAdjustments, rather than
capping each individual adjustment (and unfairly weighting them) I had
to find out by what proportion the aggregated adjustment went over the
distance, and then subtract that proportion from X & Y;

e.g. if the velocity is 10 and the adjustment is 20 away from the boid's
point, then the adjustment has to be cut in half, so the X adjustment
and Y adjustment are both cut in half.
Test flockVector

For posterity, here's the calculation for adjusting:

- take the x,y and calculate the distance of the neighbour from the boid
- figure out how much more space we need from the boid
- figure out what percentage of the distance we are away we need
  to add in the other direction:
  e.g. if we're 1 away and the range is 5, we need to move 400%
       of the distance in the opposite direction
  e.g. if we're 4 away and the range is 5, we need to move %25
       of the distance away
- subtract the neighbour x & y from the boid's x & y
  e.g. if boid is at 0,0 and neighbour is at 2,3, then 100% of the
       distance in the opposition direction puts us at -2,-3
- use the "% of distance in opposite direction" to calculate how
  much of the opposite distance we need;
  e.g. if we need to go 400% of the distance in the opposite direction
       and 100% of the distance in the opposite direction is -2,-3 then
       we need to go -8,-12
       (This makes sense if we consider that a 400% required distance
        means we were 80% closer than we should have been)
- return the opposite x,y each multiplied by the distance% required

Phew.
Cleanup
Cleanup
Broke down and added some logging on the page