ya...this just isnt working unless we rewrite the event engine
ok, so i forgot that the events component's methods use eachother.
player skeleton
player
rendering is now fixed.  controlling what is rendered using on/off events makes it choppy...not exactly sure why, but an easy fix is just to have a state in local scope that is set if certain functions are run in the update callback
added vector logic to units for position and movement control
practicing drawing a sqauare on the map that responds to map movements and zoom. so far going pretty well.
clock fires events