New map, added map layers, updated readme

Made the readme suck less, actually added an example of linking between
maps (very temporary art), and layers to the map.
Cleanup

Maps have correct linking and bounding, added play pos to debug info,
fps is now rounded, changed all eval() to literal_eval(), updated editor
readme to clarify usage case, and began adding movement to editor.
Moved player class, added globals file
Added items & Inventory

Added a working item and invent system. Still very much WIP. HUD should
be coming soon. Added text blitting in the main draw loop. Font used is
Knights Templar. Cleaned up a lot of files.
Implemented inventory

Inventory is fully implemented visually. Currently no item interaction
is possible. Press E to open.
Updated inventory

Dragging items about is not possible. Click outside of invent to throw
items away.
Re-re implemented inventory

This time it's legit as frick. Replaced dict with list for ordering.
Performance improvement in player blitting.
Polished up invent
(Remove all .idea stuff)
Started adding enemies

Created new monster and pathfind modules. Introduced neutral pathing,
which currently ignores solids.
Finished monster collision
Added HUD

Both XP bars and the HP bar are fully functional.
Cleaned Namespaces, started attack code, linux compatibility

Introduced the projectile class for attacks. Currently attacks only go
one direction and have no range. Made all file paths linux compatible,
along with fixing a few bugs that came along with this. Introduced some
random new art assets which may or may not be used in the future.
Attacking is omnidirectional

Fyeahbaby
Made Projectiles Better

In specific, they blit behind the player, make sure they're out of him
before appearing, and have a range attribute.
Player turns to attack

Sexy chained comparisons
Fixed a few projectile bugs
Fixed a tiny bug
Revert "Fixed a tiny bug"

This reverts commit cc4ac633a7f7361efb33e323dd804ccefbc29011.
Fixed the derpmaster's fail