Initial project commit
Level class no longer has gigantic lines
Replace the old Level:makePhysicsObjects()

The old Level:makePhysicsObjects() would look at all tiles and convert
them into a large amount of rectangles. Not only is this inefficient
but it doesn't have an answer to more complex landscape like slopes.
The new function looks for an object layer called 'Collision' and will
generate rectangles for each rectangle object. In the future, there
will be support for many more types of objects however.
Levels can now specify the player's starting point

This can be done by adding a layer named 'Entities' to your map. After
you create this layer, add a rectangle object named 'spawnpoint' with
a type of 'entity'. The player will start in the center of it.
Fix LuaDOC missing period and fix line length
Fix issue #2: Optimize level preprocessing

Level preprocessing is now down in one fell swoop, it is done in a
single pass over all of the layers. I have defined some local
(private) functions to assist in the preprocessing. The main function
added would be Level:preprocess(). It should be called after mixing
in the exported Map files data into the Level instance.
Add camera clamping, which fixes part of issue #13

Also, restructured the Camera class to have setters, instance vars
are now all private.
Add smooth camera movement based on delta time

This is dependent on the new variable speedX and speedY, which
can be set using the new setSpeed function. setX and setY will
only be smoothed if called with a dt parameter. It is optional.
Fix issue #5, added a physics timestep of 1/60
Update the camera only when our physics updates

This fixes a bug where the player looks jerky with smooth camera.
Implement resolution auto-scaling, fixes issue #7

This code only auto-scales the width ratio. It scales the height ratio
by the same value. This is just a trade off that has to be made
because of the existence of multiple aspect ratios.
Make autoScale use setScale instead of scale
Added dt to the setY function
Optimized quad preprocessing in Level
Adds polyline support for collision layer
Changes polyline collision from edge to chain
Adds ellipse and polygon object to Collision layer
Clean up _createCollisionObject for Level class
Fixes Issue #8, all objects are supported.

This commit specifically just cleans up some code for rectangle
collision object creation.
Adds naive phaseUp property for collision

phaseUp is a property for any collidable object. In order to use
phaseUp, create a property named phaseUp on the object you desire and
set it equal to true. phaseUp lets the player pass through a collidable
from the bottom. Currently it is only advisable to use with polylines
by aligning them with top of your terrain.