hopefully with the merges...
Added basic AI to the computer player

Player will now look at all possible move and then select the highest
scoring one.

Score is determined by the weight of the bone (add the 2 numbers) and
then a bias added for doubles since they are harder bones (stop
sniggering Tim) to get rid of.

Double bias is currently set to 5. The scoring bit is in the possible
plays constructor.
spelling correction
FramePanels introduction

Switching to panelled area for drawing hands, dominoes, etc.
Major graphics rework

Merged Abbie's FramePanels into Artist. Then split out a couple of
derived types of JPanels.

Abbie - the key bit was overriding the JPanel's paint method with a
version that added the bits we needed and then calls the parent class'
version.

Next thing to do is to sort out my two additional classes -
PlayerHandPanel and TablePanel. There is a load of repeated code so they
should be derived from a shared parent class.

Note all my reworks have killed the text output we had. Can always put
it back in - preferably as a class separate to the graphics ones.
Removed some of the old text output

It was incomplete so I removed it for tidiness.
Refactor Artist class
Refactor TablePanel and create BoneDrawer class
Refactor duplicate bone drawing code + add extension stub for future non-player bone drawing
Player hands now displayed portrait
ScorePanel Class
Added boneyard and scoreboard display

I have put them in a panel called "scorePanel". Probably should refactor
this at some point as the boneyard is in there as well.
rearranged panels and removed some commented out text
Updates to graphics output

Added a display winner function to artist
Removed remaining text output
Added function for displaying hidden bones.
Further graphics updates

Winner banner now in score panel
Bit of graphics tweaking
Removed some redudant code

Things that printed blank lines to system out, etc
And some more
Bones on table now centred
Player hands now centred