Added states for falling and jumping
Pulled the movement FSM into a module
Merge branch 'master' into megaman_controls
Tweaked megaman's values

I added a background image for comparison
Added a count to the state machine

It tics up while it is in the same state.
Added scale and updated some variables for drawing
Invented "pressed" vs "holding"

When the player first presses a key, the entity records that. During
update, as long as a key is either pressed or being held, it continues
to be held. The statemachines all make a difference between pressed
and holding.
Added a background image
MEGAMAN SHOOTS BOTH WAYS
Merge pull request #4 from variousauthors/viewport

Viewports are for winners.
Merge branch 'master' into megaman_controls
Integrating with viewport code
Merge pull request #3 from variousauthors/megaman_controls

Megaman controls
Added shooting and put position in the Entity

a few other small changes
Added Bullet entity and fixed shoot
Added second level of charge up and [WIP] dashing
Dash Jump works now
Resolved ambiguities in the states
Polygon Dash!
Resolved more ambiguities!

Making a complex state machine without a diagram wasn't a great idea.