* Add a Red Azulian as a test for mobile enemies.
* Its A.I. has it walk back and forth, changing directions when it
comes up against an obstacle for a few moments.
* It plays walking animations and can trigger collision events with
other Doodads, such as the Electric Door and Trapdoor.
* Move Gravity responsibility to the doodad scripts themselves.
* Call `Self.SetGravity(true)` to opt the Doodad in to gravity.
* The canvas.Loop() adds gravity to any doodad that has it enabled.
* Build the app with -tags="shareware" to compile the free/shareware
build of the game.
* `make build-free` compiles both binaries to the bin/ folder in
shareware mode.
* The constant balance.FreeVersion is true in the shareware build and
all functionality related to the Doodad Editor UI mode is disabled
in this build mode.
* Add the JavaScript system for Doodads to run their scripts in levels,
and wire initial OnCollide() handler support.
* CLI: Add a `doodad install-script` command to the doodad tool.
* Usage: `doodad install-script <index.js> <filename.doodad>`
* Add dev-assets folder for storing source files for the official
default doodads, sprites, levels, etc. and for now add a JavaScript
for the first test doodad.
* Scenes can insert custom key/value labels to the debug overlay and
track string variables in real time
* Added ability to unthrottle FPS in main loop