switched the hp canvas from setting position to a css transform
i also added a lil fade in to the choice buttons here, makes it look less janky because they dont pop in and out of reality as much
i split apart the code that tells the dialogue when to update into a seperate file so that i can use it in other places! seemed like a faster solution to have observable-esque behaviour without using very new features, setting up compilers, and including huge libraries!
(not 100% sure its totally working, but i havn't caught it failing yet!)
the click to advance text is now moved into the right location using css transforms!
this still runs every frame when we're forcing a specific text position. but it's getting better!
refactored all the dialogue text animations to use css animation and transforms rather than frame by frame positioning
this causes some issues and the code isnt the cleanest, but its already feels smoother so thats a good start!
using the devtools for debugging was getting annoying so I added a `Game.debug()` method that toggles a custom debugger that includes a drawer containing links to all points in the script
removed dynamic viewport meta tag based scaling, it caused issues where a mobile browser's header wasnt able to be hidden
removed #topleft and #bottomright (corner text) elements because they aren't being used anywhere for anything and made mobile scaling weird
modified the css the new grid standards to vertically and horizontally center the game in a larger window, css can do that now and we dont need weird position absolute and `margin: auto` hacks!