Update uri.resolve() to accept absolute URL.

This fix the issue of preloading "external" assets.
Note that it also affect worker and tmx module.
Fix documentation example in image.load().
Merge pull request #55 from 4d47/master

Update uri.resolve() to accept absolute URL (plus one small doc fix)
create worker blog as type "application/javascript"

otherwise chrome complains
add seedable random number generator

This is Alea as implemented by Johannes Baagøe. I simplified the API and turned it into a more idiomatic commonjs module.
add simplex noise generator

with example

the code is a JS port by zz85 <https://github.com/zz85> from Stefan Gustavson's java implementation
use relative require paths for modules inside package
improve jsdoc transform.rotate()
update jsdoc for astar (thx brgt)
don't shadow 'arguments'
gamejs.time: use requestAnimationFrame()  instead of setInterval()

gamejs.time uses reqAniFrame internally if available; the API
has not changed: you can still pass the `fps` you want the function
to be called and the thisObj.

However, you are encoureged to use `gamejs.time.interval()` since
the horribly named `gamejs.time.fpsCallback()` is now deprecated.
fix some intra-jsdoc links
add Sprite.groups()
move gamejs/base64 -> gamejs/utils/base64
Fixed 'bottomleft', 'bottomright' and 'topright' in Rect.prototypes
objects.accessors() to work as expected. They used some parameters from
normalizeRectArguments that don't exist, like 'bottom' and 'right'.
Now the values are set correctly from the given arguments.
Merge pull request #63 from weeezes/master

Rect's 'bottomleft', 'bottomright' and 'topright' sets fixed
add some missing unit tests for rect accessors
supress key defaults only if display canvas has focus

keys like SPACE or backspace or only supressed (=do not trigger their
default browser action) if the canvas has focus. the canvas gets focus
when the user clicks on the canvas.

i thought about giving the canvas focus on load but decided against that;
game authors can force initial focus themsleves
gamejs.display.DISABLE_SMOOTHING flag

for retro, pixel graphics it is useful to disable the canvas smoothing;
passing this flag to display.setMode() will disable smoothing for
all surfaces created thereafter by gamejs.
unit test's `surfaceEqual` was completely broken

this commits semi-breaks the unit tests but in a good direction