Powers persist when the world glitches
Created and positioned a minimal HUD
Made the HUD recursive...

Well the hud is made up of components, and each component is also made
up of components, and they just call draw functions recursively forever.
Merge pull request #30 from variousauthors/cutscenes_newcontent

RAD RAD RAD
Merge branch 'master' into HUD

Conflicts:
	main.lua
Made World, Score, and Timer show real values
Component is a closed loop.

Also, added item counter with a letter as a stand in.
Pulled timer into map, as it should be
Lower terminal velocity

and only apply it in the downward direction,
also everyone was too fat.
Removed much debugging decoration

magic keys and collision points etc
Component is now a little more general

Leaf nodes accept a play string or a function containing draw logic,
rather than a function that returns a string.
Added the coin image
Activate possibility of missing-tiles below spawn

On the 4th and subsequent glitch-outs, missing tile glitches can occur
below the spawn tiles. This means that it should be theoretically
impossible to get stuck at the spawn point, surrounded by glitches,
incapable of dying
Updates to 2-1 level design

Increased the missing glitch again, changed the layout of the level.
Updates to 5-1 level design

Tweaked the glitching, changed the map
Updates to 9-1 level design

Tweaked glitches, changed lvl
Remove hard HUD from level start cutscenes
Merge pull request #31 from variousauthors/fix_interminable_glitches

Activate possibility of missing-tiles below spawn
Merge pull request #32 from variousauthors/leveldesignimprovements

Leveldesignimprovements
Merge branch 'master' of github.com-variousauthors:variousauthors/LD29