Fixed startup scroll problem

Changing the posVector to start at half the height of the screen causes
the viewport to have to move almost immediately rather than after
several seconds.
Update README.md
Update README.md
Added bounds checking & fixed continuous velocity

Left and right map edge bounds checking was added.
A flag set when a remote device moves the player.  If the remote moved
the player, left or right velocity is not set to 0 when a key press is
not detected.
Map scrolls from bottom to top now
Added projectiles and ememies

Pressing spacebar now shoots a projectile with a sound.
Enemies spawn throughout the map and fly the correct direction.  An
enemy is destroyed when the hit a projectile.

I also cleaned up the resources folder.
Small enemy entity tweaks

I changed the enemy speed to be 0,0 which equates to enemys moving at
the same speed as the screen.

I added an explosion animation to be used instead of the existing
implosion animation
Added a max units input to EnemyFleet constructor

Units will now spawn until the specified number of units have been
generated.
Added GUI and some art changes
Enemies now can shoot projectiles
making socket connections faster
fixing conflicts from dev-map
#13. now able to shot when clicking anyware on the remote body
Merge pull request #17 from otternq/dev-issue-13

Dev issue 13
Added menu and game over screens
Changed enemy sprites and their hard coded size
Fixed slow ship movement when being controlled by remote

I think this reintroduces the problem of continuous movement in a
direction, but with viewport bounds checking now in place it's not as
big of a deal.  With a "stop" range of accelerometer data this should
alos improve the behavior.
#18. fixing conflict in merge
preparing for merge to master by including Heroku socket.io requirements
Merge pull request #19 from otternq/development

Development