More fixes to enemy render, added bunnycage

Added lots of debug messages to drawEnemy(). Rendering mostly "right"
now. FOV allowance prevents popping as player turns, corrected angle
checks, hit check.

There is an edge case where an enemy on the edge of a wall block will
pop in and out of render, need to reenable debug logs and catch reason
why. Guess is hit check goes wonky when enemy is up against the very
corner of two walls.

The ultimate fix remains proper z-ordered rendering.

Aside from that happy with it so changed enemy graphic to bunny cage and
added back in enemy update behavior. By accident the enemy is now
running away from the player than at in attack(), but I like the idea of
making the player chase bunnies. I'm keeping it!

TODO: Make bunnies slowly approach map center when not running way, add
collision between heart missiles and bunnies with some reward.

BUG: Need to fix player escaping map bounds in the negative axis. Works
in positive but not obvious/im blind as to why neg doesn't work. Maybe a
better way is always generate a map with a border wall.