a hard coded data structure, agent, and update function that 'paths' given sign-posts
pulled in the dijkstras algorithm from darkest path, removed the weight, and fixed it up
Merge branch 'master' into agent_that_walks_between_rooms

Conflicts:
	love/draw.lua
	love/load.lua
	love/update.lua
Merge branch 'master' into agent_that_walks_between_rooms
Added a test map for my experimentation
[WIP] reading graph data from tiled map data
room vertices are indexed by their name, or a uid
[WIP] adjacency matrix and vertex/edge-set populated from tileset
[WIP] the generated matrix is correct and the pathing algorithm works
[WIP] after translating the paths into directions, I noticed the path was wrong
OOPS! Was started the search from node 1 always
Woo! I was reading the path array backwards, when I should have been reading the path backwards
All points shortest path! DONE
Merge branch 'master' into agent_that_walks_between_rooms

In addition to the merge, I moved code from the general update/draw
functions into the gamestates. The game runs and does what it should
(does what it can).

Conflicts:
	love/update.lua
Merge pull request #5 from ZNCatlaw/ship_objects

Ship objects
Merge branch 'master' into agent_that_walks_between_rooms

Conflicts:
	game/states/play_state.lua
Merge pull request #6 from ZNCatlaw/agent_that_walks_between_rooms

Agent that walks between rooms
Rename to map.json and some design changes

Made some aethetic changes to engineering and airlock, fixed path tile
layer for those areas, gave path tile var name=path, made a name=airlock
tile.
Set default transparencies correctly

Very small change.
Exported from map.json to test.lua