Merging in parts of the Nerdery's client-side boilerplate so the code can be compiled, split into sass modules, etc.
Sorting the unsorted css into discrete sass modules.
Adding jQuery and velocity to so we can start doing programmatic, complex animations.
Animating and resetting the step where the walkable area gets highlighted.
Adding jQuery as a dependency for velocity in the config.
Added Cell.prototype.getCenterPoint so Pieces can have an easier time moving to cells.
Adding Cell.prototype.activate and Cell.prototype.deactivate since it'll most likely be a common action in Game and possibly elsewhere.
Stubbing out some methods and event handlers with pseudocode. Kind of "sketching" out a possible solution.
Adding EventEmitter to the project so some components can extend it and trigger and listen for events.
Implementing 'skip' functionality by making the UI and Piece EventEmitter extensions and triggering and listening for certain events.
Hooking up click events on walkable cells to initiate a "moveTo request" which causes the Game's active Piece to move to the clicked cell.
Fixing a bug with Cell.prototype.getCenterPoint. It didn't take into account that Element.prototype.getBoundingClientRect was relative to the scroll position.
Making a new distinction between Piece.prototype.setCell and Piece.prototype.moveTo. setCell is purely a data thing, moveTo is an animation thing that uses setCell.
Just committing some A* notes.
Implemented Dijkstra pathfinding in Grid.prototype.getPathBetween. Pieces now walk along that path when moved and update action point readout appropriately.
Adds 'targetable' css class to '.grid-cell' object. Highlights enemies within range. Creates Volley object to manage hit probability/success.
Bit of cleanup.
Adds rudimentary shooting.