Add (terrible) code for picking more map tiles

This really should be an algorithm, bah.
player Sprite animation == buggy

This seems to cause unity to hang, after playing for an amount of time.

time to fail increases if baddy animation is enabled, tho still happens with just
player animation.

I suspect this is due to the way Color/Texture is being applied, maybe a memory leak?
Remove old UVMappedTexture generator.

No longer needed, though code may come in useful for test page later.
logo map
allow missing items in map csv
Add InControl, with KeyboardOverlay for main player cursor control
boolean to turn off animation whilst buggy
initial scoring code
Fixed memory leak with player animation; still slow though
Switch texture animation to use offsets.

This is not working for our 'baseTexture' swapping for baddy state.
Use baddy sprite sheet for modes
updated baddy sprite textures
Add player death animation; enable game pausing.

This commit rearranges the player death collision logic so that we can
trigger the death animation, but essentially allows us to introduce delays
between cycles - before a death would just immediately reset.

Discovered that SetActive is not good if you want to Find() objects later, so
instead of disabling the baddy gameObjects, just disable their renderer.

Added a superPlayer toggle to disable player death, handy for debugging.

Also re-adjusted dimensions to better reflect the game IRL - now in meters, roughly.
play audio when pill eaten
Implement map changes via PersistentState GameObject

The 'do not destroy' awake() method of GlobalGameDetails essentially allows
us to reload the same scene cleanly, but persisting a basic state across reloads.

This allows the map to be updated, but also will preserve anything else we push into
it, eg score, high-score, number of lives, etc.