default ghost locations correctly
add structure to fixture data, test for moving player
change code to pass more parameters by value than complex pointer references, discovered getPlayerFromServer code was returning a copy of the player NOT a reference to the original
player moving ok, occassional read fails due to json file being recreated at the same time, move on to concurrency handling...
switch code and tests from JSON files in filesystem to simple in memory golang map containing games
game now ends when all pills eaten, ghosts stop moving when power pill eaten
random movement in all conditions
switch players from a list to a map
change wait for players to 60 seconds
Merge branch 'concurrency'