Initial commit: Draw a player on the screen
Move around by pressing the direction keys
Abstract input a bit and add a spec around player movement as an example
play an awesome blip sound when the game starts
Fix input to work with up, down, left, right

(b, a, b, a, select, start) boosh
Add sprites

+      o     +              o
    +             o     +       +
o          +
    o  +           +        +
+        o     o       +        o
-_-_-_-_-_-_-_,------,      o
_-_-_-_-_-_-_-|   /\_/\
-_-_-_-_-_-_-~|__( ^ .^)  +     +
_-_-_-_-_-_-_-
+      o         o   +       o
    +         +
o        o         o      o     +
    o           +
+      +     o        o      +
Make sounds slightly less global namespace clobbery
background music + hover sound when the player moves
sound update: required to have looping music
inject TEsound into Player + unit tests
Fix the sound and animations
Created a rockspec for defining dependencies.
Created "rockler" a little command akin to bundle exec

./rockler   run `luarocks make` pointing at the vendor directory, and
            to the luarocks and moonrocks servers.

./rockler love .  run love for the current directory, with LUA_PATH set
                  so it finds the vendored rocks.

./rockler [cmd]
./rockler busted  run [cmd]/busted with LUA_PATH set and PATH including
                  ./vendor/bin
Vendorise busted dependency
Update LUA_PATH to include our own vendored files

It looks like we also need to include our own non-vendored files in
LUA_PATH too. Needs more investigation.
adding setup scripts
Nyancat changes directions! Nyantacular

Also fixed the tests that broke since we added animation.
Need to figure out some fancy stubbing some functions in the anim8 lib.
Move specs to spec so we can run ./rockler busted without arguments
Move everything into a 'game' object for update/draw

Mostly this is because I don't like having to pass in the dependencies to either the class constructor or to the method individually
Refactor to pass the game in to the constructor, and to initialize the graphics in the constructor