First wave of optimizations.

use a switch(){}, adjust indentation
Remove a net of about 200 more lines of code by condensing.
Compress all PNG images. Delete DS_stores.
Rework stepping, net change of -81 lines.
Remove old code for stepping condensation.
Condense hero stepping functions for the first time.
Ugly but functional condensation of arrest() function.
Remove about 400 lines of code by keeping the state in the eStepSwitcher() class.
Implement step switching function for hero as well as monsters. Rename hero images accordingly. about 100 lines removed.
Create Monster() class. Store all monsters in an array, make code efficient accordingly.
Move bounding information into relevant objects for each monster. Delete some unused variables. Fix indentation.
Tidy indentation and hedge generation code.
Fix a variable naming inconsistency on monsters[3]
Condense all monster animation into one function. Almost 400 lines removed.
Trim monster grid code. Can possibly use a further optimization by only checking the arresting officer.
Shrink arrestation function by utilizing "spotter" variable. Shrink halt image code using "spotter," too.
Load monster patting and spawn locations from an array.
Create archer class. Will add arrows to this class later.
Implement inheritance, remove all instances of hero animation code.
Transfer all movement code into common functions.
Store aim variables in relevant objects for each monster.