Merge pull request #6 from EJEHardenberg/gameRender

Game render
Merge branch 'model' into gameRender
Interesting click stacking is going on. commiting so phelan can pull and debug it with me
fixed the game handler so that the initial discard card is actually a card, not empty. This card is selected such that it is not a power card
fixed a mis-named variable.
Added several pieces of server side functionality in game.py: the post method now correctly executes the procedure for handling ajax calls from the view. a new parseState function determines what the state is of the game that has been passed in by the posted ajax. a new waitingForDraw method handles the state of the same name. NOTE: i've added a new kv pair in the json, to record what clicks the user actually made (stateChanges.js has also been modified accordingly). I also think we'll need to have a new state to handle the end of a round occuring (IE when the deck runs out, etc)
added shell classes for other handlers in game.py
fixed an issue where the initial discard card was showing up only as 0,1, or 2
updated some commenting in game.py
still messing around trying to make javascript ajax responsesnot fire off multiple times
working on the playerChoice state. added code to handle a regular number card as well as a peek power card so far. shell code is in place to handle the other power cards. note that we may wish to add an additional k/v pair to the playcard and compcard arrays to indicate what div they possess in the view, rather than going by index number
Merge pull request #8 from EJEHardenberg/gameRender

Game render
committing work on playerChoice state handler
Merge branch 'gameRender' into model
added json to compenstate for the drawpile exception, as well as the corresponding code in the waitingForDraw state handler
Fixed up ajax calls in stateChanges
finished playerChoice handler
Got a basic transition between states working. Note that the test code on line 51 of game.py should be taken our and replaced with a call to the server side state handling
Added conditional rendering to the renderState function, we do need to figure out how we'll handle end round game conditions like the knock state.
Merged in model changes to gameRender, left in somem test code on my end.