changed how ImageObject works to pass a string over, instead of a Texture2D, to be more consistent with the rest of the system
changed how avatar movement works to directly read input and avoid a local variable that isn't needed
merged the background image with the battlegrid
added the party to the battleboard
Renamed Combatant.Sprite to Combatant.Avatar to reduce confusion on
whether this object is an instance of Sprite or Avatar. Guess which one it
is!
added character stats when hovering over a character during battle
renamed the battle from coliseum/hall to coliseum/halls to remain consistent with other areas that refer to it as halls
added an exception when creating an unknown battle
changed endtable from a test chest to a test battle so i don't need to walk so far to enter a battle for debugging
changed width/height values on imageobject/spriteobject to use override, rather than new, so there is no issue with late binding calling object, rather than the derived classes. this fixes a bug where width/height on imageobject/spriteobject were always 0 when called without explicit typecasting
fixed a bug where mouseover/mouseout were not working with a layer that had a non-zero X/Y value
locked battle scrolling to stay on the battlefield
centered the camera on the party when starting a battle
fixed avatar controls so the avatar spins in the direction of the button pressed, even if they are unable to move in that direction. this was causing an issue if you walked along a wall to a door and then tried to face the door, you couldn't face it because you couldn't move that way.
added more details to the character stats panel
added class to the character stats panel