Updated map format

Look at /lib/Maps/Untitled.WolfMap to see what it looks like now. It
works like this:
Number of render layers
Width
Height
Render layers (3 by default, needs editor mod to get more)
Block layer (0 = none, Block = block)
Event layer (syntax = function'arg1,arg2,;)

The event layer will run functions whenever an entity steps on one.
Right now it's not functional but at least the map format is fully
complete now.
Example Teleport'Dungeon01,10,10,; will teleport you to the map
"Dungeon01.WolfMap" at coordinates 10,10.

I temporarily took out camera code to fix a bug. Expect a fix in the
next commit.
Embed assets

You can now automatically embed all assets using the Python files in
/lib/. These generate GFX.as and Maps.as respectively. So to use the
asset "Example.png" (or any other image filetype Flash recognizes) you
just created and put in the Graphics folder (only the root works right
now, sorry, this is the first I've ever done in Python),  run
"GenerateGraphicsEmbedFile.py" and use the file using "var
example:Bitmap = new GFX.Example();".

Same goes for maps except they can have any extension you want (default
is .WolfMap). The Map Editor doesn't use embedded assets.