Added server & fixed up FPS stuff

-added fps counter
-fixed FPS so that it actually runs at 60 (instead of trying to run at
600)
-added simple server component (express & socket.io)...doesn;t do much
at the moment but tell a client its ID
Big refactoring overhaul to get ready for server integration

-added some structure to the game.js file (aka made it a class)
-refactored stuff in the Knight class (and renamed the file)
-added a client.js file
Moved some code back into Game.js
"game" starts when 2 players join!
Networking works!! (sort of)

-server will launch a two player game and relay commands in real time
between the two
A few more networking changes

-players get assigned Ids at the start and know which they are, and who
else is in the game
-players can only select their own units
made enemy units hidden by fog of war
Added health bars & fixed bug where clients looked locally for socket.io
Moved Selection to its own canvas, above everything else
Fixed a movement bug where units we're not moving evenly in all directions
Server now supports multiple concurrent games
Moved to "grid" system

-moved to grid movement system
-added client interpolation so that we can run at draw at 60fps and
update at 10fps without lag
-g key will display grid for debugging purposes
-code needs some SERIOUS refactoring though
Moved a bunch of drawing code out to drawer module
Moved a few functions out to utilities module
Fixed interpolation

interpolation now works again
Fixed bug in last commit + fixed queuing up multiple actions with shift key
Fixed bug where units wouldn't be drawn at correct location
Implemented a* for movement

-temporarily removed collision detection.. need to reimplment
-added a bunch of commented out debugging code ...neeed to remove
Units repath if something moves into there way

-also fixed an issue with utilities.neighbors
Added PriorityQueue for better A* performance