added pyglet imports
commented out tk lines from main.py
added pyglet window creation and pyglet on_draw stock event
commented out some tk related lines in draw.py
Began modifying Map class into a window class
Added tile class to store tile information (location, colour)
Added pyglet window and rendering of some basic shapes
Print statement to check if tiles array is being filled correctly. It isn't.
Tile objects created for each terrain grid location
Tile objects rendered as coloured rectangles
Draws terrain in correct colors with pyglet
Removed some tk code
Fixed flat-sea colouring
Fixed arrow-key panning to work with pyglet events
Implemented shifting of tiles by redrawing out-of-bounds tiles on other side of screen
Flat sea broken as is drawn as a tile and also shifted; must make clear color equal to flat sea color
Applied flatSea color as gl clear color
Tweaked tile offests to be retained between +/- windowDim to avoid needless large values
Fixed navStep (10% of grid width) becoming 0 when gridDim < 10 by setting minimum value of 1
Made flat sea square get drawn to cover grid area, rather than full window, to aid debugging mismatch problems
Fixed issue where upper X and Y tiles (top row, right col) were being shifted as values were equal to visual area limit (now only shifted if >)
Removed an updateRects function that was written for TK drawing
Renamed tile height to tile length
Begun renaming references to terrain height as 'altitude'
Moved tile color determination into tile class itself, tile objects now storing altitude information
Currently have not re-implemented shadowing functionality
Re-implemented shift key usage for large navigation/panning steps
Used pyglet batch rendering to consolidate tile drawing into single call (plus one for flat sea)
There are visual seams on borders of map which did not seem to be present before, but this may just be the algorithm's fault