Revert "fixed game position on screen"

This reverts commit dc66551a8d332929ddd128afb1b00fc4dff6a791.
Revert "added hand cursor on hovering over buttons"

This reverts commit 872fc94089bfbf0fdcb2b533303ba10385bd0ab2.
Revert "Revert "added hand cursor on hovering over buttons""

This reverts commit 4d0be7a1f7b7ee8637828d1cd16ccc8303890835.
Revert "Revert "fixed game position on screen""

This reverts commit f4078a1e3b3bc4902858af1b0e1d4cf2c70335a3.
rearranged code

rearranged
Revert 351b2d2..3ddddf4

This rolls back to commit 351b2d2bf781787e58211c2c582c2eddacea7e65.
Revert "Revert 351b2d2..3ddddf4"

This reverts commit b19eef78571e2469140e27998c6ad2010e72ad69.
dashboard keyspace for motor b

dashboard keyspace for motor b
dashboard speeds for individual motors hooked up

sliders and +/- buttons are hooked up to the 'dashboard' keyspace
dial D sync almost complete

dial D sync almost complete
motor D dial all hooked up

doing A, B, and C next
all dials hooked up

issues with the rate at which the infinite loop update function runs.
Probably going to incorporate phaser.game.time, so we can control
precisely when the updates will occur, like every 20 ms or every 50 ms
or something. About every 17 ms would be 60 hz which is as good as most
screens could display
fixed slider issue in sender's dashboard

not very neat at the moment, but it works. We're checking if that the
sliderbar button is up and that the value does not equal the previous
speed value of the motor (set in the sender user's dashboard when they
click the slider bar button)
more precise dial rotation linear interpolation

based off difference in time (actual time, calculated through phaser's
game.time.time) between readings. When the difference is large (i.e.
starting a motor for the first time and after a break), we approximate
it with a difference of about 28 ms (which works alright for now).
Merge branch 'John' and fixed conflicts

Fixed conflicts in min.'s. Turned off the text editor output for
rotating dial A—use something other than the four dials now for
testing, since they're all hooked up to the interwebs and things...