Massive rename

To avoid obvious parallels but retain commit history, the project has
been (rather clumsily) renamed at this point. This may negatively impact
checking out previous versions, which is unfortunate. However, I truly
believe the name change to be overall beneficial.
Add shouldStartGame to IH

This method can be called from any state which has the game paused and
is listening for input that says the game should be started, re-started
or un-paused.
Add InputProcessor to catch game-resume events

The dichotomy between the Input-polling and the InputProcessor-observer
patterns being merged doesn't thrill me at all. I could replace
everything I have now with InputProcessors in order to simplify things a
bit there. I could also have the newly added stuff put in the desktop
and html main classes, where the IP could be added to Gdx.input
directly, and have a reference to to IH in order to tell it when the
spacebar has been pressed.

In short, expect this stuff to change semi-regularly until I'm happy
with it.
OverlayState introduces polymorphism to GameStates

Many GameStates (GameOver, Pause, Start, etc) share a common theme--
they present the game paused in the background with some static overlay
on top that provides some information to the player. Since they shared
functionality, it made sense to amalgamate them into a single parent
class with basic children.
Expand range of mobs available

Mobs are divided into the general classes of "enemies" (which can think
and act for themselves) and "projectiles" (which follow a pre-set series
of rules). Projectiles can be deflected by the Hero's sword, enemies
cannot.
Implement deflection and death detection

The can now, given a list of both the enemies and enemy projectiles in
the world, deflect incoming projectiles and kill enemies that are
colliding with the sword. Similarly, given a list of entities it can
detect whether any of them are colliding with it and should thus do
damage to the Hero.
Separate enemies, enemy projectiles and allies

Because of the differences in behaviour between Enemies and Projectiles,
the ED now stores the two in separate lists for convenient access and
handling. This is reflected in the various getters and in the update()
method.
Update cycle includes checking for death

During the update cycle in the game World, the Hero will check for
entities colliding with his sword as well as checking for entities
colliding with him.