Beginnings of sprite class refactor.

Sprite is very generic. StaticSprite expands on Sprite. DynamicSprite includes state change events (must be tested). DynamicSprite also lacks Update() logic (change position due to velocity and such). All need decisions on how Draw() should be called and any other info that might need to be passed to the constructors.
Whitespace, fix debug messages.
Actually back properties with private fields... d'oh. Change around how methods and properties are inherited.
Parser Update for sprite_refactor

Changed LinkedList to array-based List
No Longer demands world data, but sets default values if none are found.
Needs lots of work.

Added two generic images to test out sprites.
Created PlayerControlledSprite and TankShell classes whch derive from DynamicSprite.
Modified AngryTanks to include the texture, center position, and to call update and draw from the PlayerControlledSprite object.
Also, the size variable is being improperly used. Will change that next.
Out with the old, in with the new.

Overall cleanup to style guidelines (variable naming and such). Introduce World, Camera, and Box. Rip out the hooks to Map which will soon be transferred to World. Major work on drawing remains (see Box.cs). Making static map object drawing work correctly is a priority. Functionality to pan across the (non-server/file generated) world is included with the arrow keys, zooming with pgup/pgdown, and rotation with left and right shift keys.
Through my excellent trig skills (guessing) I managed to get the tank sprite to move correctly. I'm sure I'm still doing it wrong, but it works for now.

However it still runs at a horrible frame rate. I assume I am incorrectly calling update from the main class.
Sprite velocity updated and works properly thanks to Daniel G.

Commented out ServerLink.Update() to help with preformance issue, but there is still a terrible lag.
Fixing the stretch/tile problem

By altering the arguments of the Box class, the Draw call on mapObjects no longer needs the Immediate mode or Wrapping. It still works correctly with the camera.
Solved the scaling problem.

Moved parseMapFile() from Map to World to test.
Modified AngryTanks.cs to load local map file.
Merge pull request #3 from pr0gramm3r1/sprite_refactor

Fix stretching/tile problem. Basic solving of the scaling problem. Map drawing is nearly correct.
Integrating the Drawing Functionality

Created the functions drawStretch() and drawTile() in the Sprite class to be called by the Draw() of the various Sprite classes. Added Color property to Sprite class.

Parser:
Fixed the parser to ignore floating objects. Converted degrees to rads. Divided position values by 2.

Changed background texture to 512 x 512
Merge branch 'sprite_refactor' of http://github.com/dvicory/AngryTanks into sprite_refactor
Drawing functionality Updated Again

Modified the parser to return two separate Lists one for tiled objects, and one for stretched objects.

 Added a collection to World for dynamic objects (tanks and flags) and a separate Draw call to draw it.

Pyramid class created (drawn stretched).
b.png modified again (white border removed).
Merge pull request #4 from pr0gramm3r1/sprite_refactor

Updating Drawing Functionality
Merge remote-tracking branch 'aotis/sprite_refactor' into sprite_refactor

Conflicts:
	AngryTanks.Client/AngryTanks.Client.csproj
	AngryTanks.Client/AngryTanks.cs
	AngryTanks.Client/Content/Content.contentproj
General style cleanups.

Also ignore *.orig.
Move PlayerControlledSprite to LocalPlayer. Move TankShell to Shot. More generic Player still required. Shot will also become the generic version of all shots.
Adhere to style with class-level properties. Improve parser further.
Move local player to world. WorldSize should actually be a Single, d'oh. Add custom tank texture (more to come on that), remove old tank and bullet texture. Add better ground texture and make it the default.