use player object state, not lat/long
wall handling, still broken :(
Improve turning logic, make clearer and handle more cases
BUGFIX: Forgot GridY axis is reverse of Angle axis
unity file updates
Smooth out precision errors with dist
Tidy logging
Fix issue with Wall detection going south
Tidy logging
gitignore
woo mostly working player movement
Move non player code into Map
remove legacy js files
update map2, reduce latitude scale
Fix wall detection issue around map GridX edges
Player start position now in map data
Adjust PlayerSphericalMoveemnt to be non-specific

PlayerSphericalMovement can be applied to any of the player
objects in the game -- the main logic is about moving about on
a sphere, on the grid, not hitting walls.

Wow, Unity is amazing :)

So, this commit strips any 'Player' (aka Puckmonster) logic out, which
is mostly the collision detection and pill count, and makes it a bit
less player-focussed -- the tag that defines the start position for
example.
unitycruft relating to last commit
better map, more pills
Basic random baddy movement

Really just change direction every n frames, where n is settable
per object. If you hit a wall, reset the counter so always change
direction at walls.

Also, independent speed control per object is working!