Separated the currentFrame and timeElapsed from the SpriteSheet so you can have one SpriteSheet for each type of texture.
Added another way to define your animations in the XML files. Now you can specify them frame by frame to create your own custom animations.
<animationByFrame></animationByFrame>
GameState updated to include exiting the game, added the initial eventmanager instance in dirty
Merge remote-tracking branch 'origin/dirty-develop' into GameState

Conflicts:
	DirtyGame/DirtyGame.csproj
	DirtyGame/Game/Dirty.cs
Cleaned up code and removed debugging code that it not needed.
Merge pull request #24 from 4950/Gamestate

Gamestate Merged in
fixed merge conflicts for animation2->dirty-develop
NOT WORKING.
fixed merge conflicts on AnimationDirection->AnimationDirection2
Basic implementation of Player having the correct animation for the direction.
fix player size
Monsters animations change with their movement. But none of the animations switch out of the walking state and into the idle state.
preparing for pull
Merge branch 'AnimationDirection2' of https://github.com/4950/ShittyPrototype into AnimationDirection2
player can now walk around the whole map
Merge remote-tracking branch 'origin/AnimationDirection2' into dirty-develop

Conflicts:
	DirtyGame/Game/Core/EntityFactory.cs