Update IsometricTileMapComponent to have better defined position and
size.
Before, the isometric component "zero" would be the center of the 0,0
block.
However, that does not play nicely with our component system if you want
to know the size (i.e. bounding box) of a component.
This changes so that the 0,0 of the component is the 0,0 of the AABB
around the isometric tiles. Then, it also computes the size of the
component accordingly.
This also changes the example to allow toggling between half and full
size more easily.
In our example, this is what it looks like:

The example still shows how to compute the previous origin (the purple
dot) if you want to.
With full size blocks:

This is a minor breaking change as you might need to "reposition" your
tile components, essentially remove the "compensation" for its location
that you probably did yourself. If you were centering the tile component
based on the available methods such as `map.getBlockCenterPosition`,
then just make sure you are adding the `map.position` to that and it
should work as before.
This PR introduces the notions of structured text, and text styles, to support rendering of rich text bodies.
Specifically, we recognize that sometimes in games one needs to render pieces of text that are larger than a single word or even a single paragraph. These pieces may include: books, quest descriptions, mission objectives, tutorials, in-game help system, dialogues, etc. Rendering such a piece of text is non-trivial, however. In order to tackle this problem, I break into the following parts:
Text structure, represented as a tree of Nodes. The nodes describe the logical structure of the text, for example the document may contain a header, and then several paragraphs, and a list, where the list contains some list items, some of which having possibly several paragraphs, etc. This structure is similar to how in HTML the text is marked up with HTML tags.
Text styles are struct-like classes that contain properties describing how the text is to be styled: font size, font renderer, borders, backgrounds, margins, padding, etc. This representation is also tree-like, so that for example text inside paragraphs can have different style than text within headers, and paragraphs within lists can have different margins. A text style is similar to a stylesheet in HTML.
Text elements are the result of applying the document style to a document node: they are the "prepared" and laid out pieces, ready to be rendered. Elements are a bit like mini-components, or perhaps text "particles" in a particle system.
* Animations, CameraAndViewport, CollisionDetection and Components unified
* Added descriptions to effects
* Rename input games
* Unify input stories
* Add info to parallax section
* Added descriptions to the rendering examples
* Add descriptions to the sprites directory
* Fix utils and rendering section
* Add descriptions to the widgets section
* Delete directory that rebase brought back
* Unify game names
* Added some styleguide docs for examples
* Fix analyze issues
* All files should have _example as suffix
* Made the FollowComponentExample a bit easier to understand
* Change priority of ember