Use CSS transform translate instead of margins

Better performance and fixes paint artifacts
Use some Solarized colors
Refactor Physics Simulation Logic

Remove Body#impulses and Body#forces arrays and use just a scalar to
store these values. This change lets the logic that is changing the
values to be responsible for adding/changing/removing the value (by
directly editing the scalar).

There is an "effect" event that is expected to be triggered on the body
when something directly changes it's physics. This is used to hint to
netcode that proxies may need an update about this body. Net code does
not currently use this in any way.
Remove charge action
Refactor jump
Refactor client time syncing
Remove unused Player Input message
Fix bug with punch cooldown
Comment some action logic
TODO about setTimeout not in sync with game ticks
Fix bug with action delay calculation
Fix bug with Vector#normalize
Disable socketio debug logging
Work out a jump action simulation between client-server-proxies
WIP Physics Net Code. Not Complete. See notes.

Added a position packet that client sends to the server right before
sending an action request. The server uses this position info to
"correct" the player's position to what the client sees it at.

Added a Body#corrrectTo method that performs this correction logic in
the physics simulation. Changed the Move action to use this correction
logic to compensate for "delay" (instead of directly updating the
player's position, which was bad). This compensation is not even
necessary at this point because of the position updates right before an
action.

Something is slightly off. Players can still end up at different
positions. This may be due to lag simply or because of client-side and
server-side frames not being "in sync".