HACK AND SLASH THE WAY TOWARD DECENT COMBAT ART/ANIMS.  AND capslock.
 - Support different sprites in combat mode for each char type.
 - Update character types to be: "Warrior", "Death Mage", "Life Mage", "Ranger"
 - Bring in ripped FF art for testing.
Remove some old eburp data that isn't currently used.
Misc dialog sizing cleanup.
Extract ticked implementation from StateMachine, and put it in a subclass TickedStateMachine.
Remove static createHeroEntity function on GameStateMachine.
 - This allows creation of different composite objects from different sources.
 - In this case the Map and Combat views create different player render components.
Unnecessary reuse on the offense, 10 line penalty.  Still first pass.
More work on character states/animations in combat.  Add support for moving/attacking animations, and injured/dead states.

TODO: Animate walk out, attack, walk back, during damage component lifetime.
Fix issue with tile object render and animations.
Fix up some more busted ass combat code.
Extra typing in spatial db
Okay first pass a serially executing animations system.  Can interpolate frames and position relative to beginning.
TODO: Make it suck less.
Kill off the combat music for now.
Bring typescript down to one project.  Slower but then we don't have to build (n) projects over and over again when multiple files change from multiple projects.  TODO: Really need to find a better grunt TS task, or write one.
Make spritesheet individual sprite extractor respect sprite dimensions (was hardcoded to 16x16)
Move support for playing chains of animations and then getting a callback to AnimatedComponent.
 - Remove from playerCombatRenderComponent.
 - TODO: Use in other combat animations.  Remove AnimatedSpriteComponent?
Fix game view size to 960x640.  TODO: Mobile size scale at 2, and orientation detection.
Replace combat map with background image, modified from an original FF background (I think?).
Add pixel fonts from BrowserQuest.  TODO: Integrate further.
Hide things at startup while angular initializes.
Draw player path target when path finding
Remove min height/width from ebp class.
Simplify combat view to show just current attacker