Merge branch 'master' into develop
Move Backbone wrapper Events class into core/ and make state machine extend pow2.Events
Tweak warrior.  Try brown hair.
StateMachine triggers exit/enter events.  UI dismisses dialog/stores if combat is entered.
Basic Combat view with HP reports for both combatants.
 - Make components fail less.  Connect with no problem, and use syncComponents() to enable/disable them.
 - Listen to GameStateMachine for state changes, and update the angular UI appropritately.
Fix up some UI stuff.  Show max hp for warrior.
Add SoundComponent and battle hit/miss sounds.
Add deathblow sound for when an enemy is killed.
Add combat music back in.
 - Fix some issues in SoundComponent that fell out of the implementation.
 - rename music files to make sense at a glance.
No need to console log the TSX resource anymore.
Fix issue where Ship didn't render in map because GameFeatureObject.frame was undefined.
Clean up AnimateSpriteComponent/SoundComponent/TileObject constructor options.
Remove horrible tile debug render code.  Can bring it back later if needed.
Remove last traces of view.cameraScale in rendering code.  Apply scale during sceneView.setRenderState.
Render TileMap and objects from their center.
Update StateMachine to allow UI blocking of transitions... COOL!

Example usage: The state machine does not know about sleeping after an attack to allow time for the UI to display a popup with damage text and wait for it to go away.  The UI listens to the combat:attack event, and then sets machine.uiBlocked = true.  It shows a message displaying the attack statistics, and then fades out after a timeout.  When it fades out it simply flips machine.uiBlocked to false, and the machine transitions to the next players turn.
Remove Tile seem offset hacks for FireFox.  TODO: Worry about this later.
Add mouse tracking support to world input.
 - Add debug mouse render, to prepare for object clicking/info.
 - Add round to Point.
Hit tracking of SceneObjects in GameMapView debugrender
Remove old java build script.  We use grunt.