More physics and math today!

Now much less sketchy internally and suitable for integration into the game. No more twiddling with frictionAir -- just some honest-to-goodness geometric series math to predict drift angles and a state machine that works the way I want it to.

I think I am arriving at a locomotion system that all the moving entities in the game can share with different parameters -- including maybe the orca? -- which would be really nice and simple from and implementation perspective but also give the game a consistent "feel". Maybe too ambitious?

The current knobs are:

Added a few buttons with packaged values to capture a few different kinds of motion. Mix and match and see if you can make some interesting movement patterns!

Full thing here. Click around to make the capsule go!