//Canvas version
<<<<<<< HEAD xtermination state xlevels state
//Jack recs to fix Main loop smaller
Pseudoclassesical > functional ( Immutable.js lib? )
reduce state representation
separate state and rendering completely
//Issues to fix Refactor code in 'once document is ready' function to not rely on accessing variables global to that function
Refeactor nested setInterval for level and cat speed control
Restart game once eaten
Better n-th child selection method in updateField (nested for loops costly)
Levels constructor vs levels object
Look at functional classes vs psuedoclassical
Cleaner function for handling user input (break out the calling of the move)
//build progression// xbuild map xnxm array xbuild map display fn xplace mouse xadd class towhere the mouse is and css format it xallow mouse to move on key up xbuild cat xmake cat move towards mouse xallow cat to kill the mouse xis cat touching mouse fn xincrease speed of cat over time xhave 'levels' flash once cat reaches a certain speed
//to do xincrease speed xwork around nested loops of rebuilding map xrexamine the whole id/class thing xhave levels stop incrementing once eaten restart game once eaten