removes code related kinetic.js and jquery and adds pixi.js to our js libs
- adds pixi.js to index.html
- adds a new game.js to src/
- Rewrites the Connection Actor so that it spins off separate `Retryer` actors for messages we want to retry.
- Deletes the ConnectionService class hierarchy because it was useless at this point.
- Implements what the old kinetic.js code did with Pixi.js.
- Improves the client-side connection code's ACK handling... it still needs some work. Currently, it will break under certain cases.
(#3)
Reworks the send-receive protocol between the client and server.
It's pretty nifty and perhaps worthy of a blog post in the future.
(#3)
fixes the quit message sent to the client after a connection is terminated
Encapsulates the Connection and Game logic into their own separate objects, and brings them together in a new 'main.js' file using a fancy callback method for executing game methods.
Modifies how we use requestAnimFrame. Updates from the server still modify the model, but rAF is only called when there isn't a current animation happenning. I don't know if this introduces thread problems.
Removes the pixi.js javascript code and adds 'main.dart.js', which was generated by a program written in Dart, using StageXL for graphics. (#42)
Redoes the Player finite state machine. We manage to encapsulate all 3 states (idle, moving-left, moving-right) with one function.
Also abstracts the KeyUp and KeyDown classes so that the Player doesn't have to care about keycodes and that whole mess.
Adds a primitive form of jumping to the simulation. We may need to wrap the mobile's Box2D Body object in our own object to track when it's colliding with other objects. (#38)
(#38) Adds basic collision detection for allowing jumps.
Merge branch 'dart' into dev

Conflicts:
	public/javascripts/src/game.js
	public/javascripts/src/main.js
puts the 'started' handshake stuff into the Connection package, where it belongs