Changed World/Entity/Tilemap to use Draw calls

The draw methods of the world, entity, and tilemap class all take a
Draw* as a parameter and use that drawer to draw their textures.  Also
fixed an include bug triggered by Draw including Entity, and added some
destructors to Entity and World.
Got display working with tilemap and perspective

Perspective works great but is going to be overhauled.  Tilemap and
collision works, with a special tile for special movement.  Moved images
into their own folder.
Added EntityImage to handle the multiple screens

EntityImage handles taking care of the size, offset, and multiple
textures needed to represent an image.  Reworked the entity class to
also have a primary image that is displayable normally, and an optional
secondary image which is displayed when the entity is out of the
perspective.
Updated the Draw class to use OpenGL

Open GL is now used in the Draw class, and the Draw class now only
represents a single window.  2 instances of the draw class are now
needed for 2 windows, and you must draw to both of them.  Always make
sure your Draw window has context before trying to draw.
Merge pull request #21 from Amarcolina/DynamicShadowTech

Updated the Draw class to use OpenGL
Merge remote-tracking branch 'origin/master' into Drewman

Conflicts:
	Draw.cpp
	Draw.h
	Entity.cpp
	EntityImage.cpp
	EntityImage.h
	FrameWorkMerge.cpp
	Images/Box.bmp
	Player.cpp
	Tilemap.cpp
	Tilemap.h