Adjust space key rate
Formatting; Basic surface descriptor

Removed some unused code and added a wrapper for
surfaces to make things a bit more readable.
Object updateSrptie now virtual
Player and Object Formatting

UpdateSprite is virtual and overloaded in
Player class.
Initial caching support for primitives

Once implemented, primitves should not be redrawn
every time they are used, instead, they unique instances
should be cached for later use.
Attempting to fix some alpha blending issues

No fix yet, but the current result is better than
how it was previously.
More work to try and fix alpha belnding problems
Minor changes to fix alpha blending problems
Formatting; Removed unused code

Handle args has been removed for the time
being. It will likely return once I have decided
on the CLI args to support.
Added orange circle referenced in config

Crashes without a ong of that name in build
directly. Was mistakenly not included in
previous commits.
Player velocity is added to missile velocity

When the player fires a missile, the velocity of the
Player object and the initial velocity of the missile
are added. Makes the missile handle better and makes a
bit more sense.
Initial changes to handle time based features/effects

Private member added to Object class that can be used for
some basic time based feature, for example, exploding after
5K ms following the launch of a missle.
Renamed the default missile
Default Missile more configurable

The configuration file is now setup to be
able to define more parameters for a players
starting, or default, missile. This includes
things like the amount of missiles the player
has, the damage, and the initial velocity magnitude.
Most of these still dont affect the actual missile
during gameplay yet, but that should change soon.
copy constructor and = operator for Object

This is needed to set certain values on copy.
Tiny spelling and format changes
Merge remote-tracking branch 'origin/master'

Conflicts:
	src/Object.h
	src/Player.cpp
Timing support partially implemented

Timing on Missiles is partially implemented;
this needs more refinement before moved any further.
The way it is implemented with Missiles will dictate
how it is implemented in future composed entities.
The implementation needs to support appropriate
destruction of each composed class, or whatever
happens when the time is reached. Furthermore, it
may be best to use the games time rather than SDL ticks
as lag or slow computers would greatly alter the
nuances of these timers.

It may also me better to use some kind of signal rather
than standard variables and polling.
Switched over to game based time

Time in Object and derived classes is
no longer based on SDL ticks, but is
instead set inside the physics handler.
Formatting; Removed unsigned floats for time