a hard coded data structure, agent, and update function that 'paths' given sign-posts
pulled in the dijkstras algorithm from darkest path, removed the weight, and fixed it up
Merge branch 'master' into agent_that_walks_between_rooms

Conflicts:
	love/draw.lua
	love/load.lua
	love/update.lua
Merge branch 'master' into agent_that_walks_between_rooms
Added a test map for my experimentation
[WIP] reading graph data from tiled map data
room vertices are indexed by their name, or a uid
[WIP] adjacency matrix and vertex/edge-set populated from tileset
[WIP] the generated matrix is correct and the pathing algorithm works
[WIP] after translating the paths into directions, I noticed the path was wrong
OOPS! Was started the search from node 1 always
Woo! I was reading the path array backwards, when I should have been reading the path backwards
All points shortest path! DONE
Merge branch 'master' into agent_that_walks_between_rooms

In addition to the merge, I moved code from the general update/draw
functions into the gamestates. The game runs and does what it should
(does what it can).

Conflicts:
	love/update.lua
Merge branch 'master' into agent_that_walks_between_rooms

Conflicts:
	game/states/play_state.lua
Merge pull request #6 from ZNCatlaw/agent_that_walks_between_rooms

Agent that walks between rooms