lots of work on combat stuff, effects, processing -- a lot of combat
stuff is now working / implemented
pre messing with tick handling...trying to get android performance to be
acceptable (it is currently....not)
merge size and bounds components, no need to do two lookups for what
amounts to a single component
stash before test of traditional entity system
-largest- performance increase ever, and probably some memory as well,
from moving back to a traditional OOP entity setup.  
most things working, need to figure out why entities are triggering
combat twice...
fix up entities not being removed from grid properly
cleanup up point-grid to reference entities directly, should save a bit
of math on the positioning/testing
clean up issue with combat entity array sizes