Build fix for cygwin users

Building gamejs on Cygwin with the java command requires windows style paths, like: C:/cygwin/home/
The temp file path was still using posix style paths, causing the build to create an empty gamejs.min.js file.
Merge pull request #74 from rejacobson/topic/cygwin_build_path_fix

Build fix for cygwin users
changed api to fix bad keyword override
fixed trailing commas, which broke compressed minify
changed name
Merge pull request #76 from systemstart/master

minify compress was broken due to unclean js
fixed unit test for prng.integer()

some code cleanup
Merge pull request #77 from systemstart/master

fixed prng unit test
Added quadratic and bezier curve drawing capabilities to /lib/gamejs/draw.js. Added example drawings to /examples/draw. Updated /examples/skeleton/public/gamejs.min.js with the latest build.
Merge pull request #78 from weeezes/master

Quadratic and Bezier curve drawing
fix naming
implicit event loop  - not backwards compat; breaks all games

this has bothered me for a long time and i should
have done this different from pygame from the start of this project.

instead of `gamejs.event.get` to explictely query the event queu
I now provide a `gamejs.onEvent(yourEventHandler)`

and instead of `gamejs.time.interval` to trigger a continous
callback loop there is now `gamejs.onTick(yourTickFunction)`

similarly, worker API has also changed to:

   * `workerInstance.post()`
  * and to send msg from worker to main: `gamejs.post()` 

(the latter function is *only* available from within a worker)

dealing with an explicit event loop is un-javascripty and if
anything it is a performance penalty.

i updated all the examples. this breaks all games but it's an easy
fix.
fix time going backwads
fix yabbler file writing not working on macosx

joel reported this issue and i hope to fix it with this

js: "/Users/JoelS/code/moo/hack/gamejs/utils/yabbler/yabbler.js", 
line 131:                                                
The choice of Java constructor write matching JavaScript argument types                                                  
([B) is ambiguous; candidate constructors are:                                                                             
    void write(byte[])                                                                                                     
    void write(int)
Merge branch 'implicit-eventloop'
merge and simplify fullscreen & pointerlock

examples/noise uses fullscreen

two new events:

   * DISPLAY_FULLSCREEN_ENABLED
  * DISPLAY_FULLSCREEN_DISABLED

developer has to take care to either adapt the gamejs.display
size when does event arrive or fix the <canvas> with css (browsers
apply different default CSS if the canvas goes fullscreen)

renamed movementX/Y  -> movement[x,y]
move `gamejs.post()` to `gamejs.worker.post()`
fix sign of vectors.angle & simplify its math
adapt example to worker API changes
adapt unit test to vector change