Enemies

A first shot at enemies.  Changes a lot of stuff.  Includes two enemy pirates that animate correctly and are green when patrolling then red when pursuing you, plus they speed up a bit when red.  If they would run into you they instead take 2 rum, or 2 gold for every rum they can't take (if you have 0 rum they take 4 gold, if you have 1 rum they take it and 2 gold).  

There are some notable problems with this build that I'm working on, for example the path finding algorithm is very stupid and can lead to the ships just kind of going in circles.  Also the collision detection is very wonky and the rum penalty can happen very quickly because there's no window of invincibility.  On the next iteration I'm going to obfuscate the pathfinding instead of fixing it by having the ship randomly choose a new patrol every so while and definitely add some kind of invincibility window when an enemy runs into you, plus probably make them pause for a second.  I'll also work on a merchant you can chase which should be very easy with what I've built already and hopefully get the kraken working, which I have a  base for but has a few complications.