Update windows instructions in the README.md.
Merge pull request #119 from cantsin/master

New loading screen for 0.6.
Made a minor update to quotes.json
Merge pull request #120 from yesugei/master

Made a minor update to quotes.json
initialize variable hp in drawHealthBar to 100
Merge pull request #121 from yesugei/master

initialize variable hp in drawHealthBar to 100
Move main player logic to sprites/player.lua

Restore some stuff back to main.lua

Remove updateTimer

Add TODOs

glcd-handlers need to be rewritten

It is adding to otherPlayers when it shouldn't necessarily be
responsible for doing that. My thinking is that glcd-handlers should be
handing off the message to an appropriate "Sprite Handlers" that can
then attach it to the appropriate list of sprites.

Right now, it's just the glcd-handlers checking every message and then
deciding, "Okay, this is a player, let's add it to the otherPlayers
list, Okay, this is a Bullet, let's add it to the spriteList".

My thinking is that the glcd-handlers should simply pass off the message
Type, for example, if it is a Sprite, and the type is a Bullet, then it
will call Gamelost.Sprite.Bullet.new. It could be constructed like

if msg indicates it is a Sprite with status update then
call Gamelost.Sprite[msg.type].new(msg.data)
else
do something else

Move killVerbs to bullet.lua since it's used there

turn glcd-handlers into local functions

No more use of otherPlayers, now need to figure out how to draw

Move drawText and drawHealthBar above drawPlayer because they must be defined first

Allow player to move around (no collision or bullet)
Comment out the code that lists the global vars
Merge pull request #118 from alanjcfs/extract-player

Move main player logic to sprites/player.lua
Add back hp
Merge pull request #122 from alanjcfs/master

Add back hp
glcd-handlers should wrap incoming player data in Player
Merge pull request #123 from alanjcfs/fix-player-broadcast

glcd-handlers should wrap incoming player data in Player
Vector class.