- removed some duplicate files (images mostly because of me restructuring)
- edited the actors.plist file to include a real property set of our "Young Ruff" character
- added functionality in "CActorManagement" that looks in the ActorsClasses folder, finds all actors within that folder, and finally searches for those actors "default settings" within the actors.plist, saving these properties in a dictionary to easily populate actors on demand (this is a foreshadow implementation of saving game states/checkpoints in game)
- added "CGameMechanicsScene" class in the "GameScenes" folder
- implemented a ton of stuff in the "CGameMechanicsScene" class:
	- drew a basic health bar placeholder with "health" text that sits directly above it
	- drew left and right control circles as placeholders for detecting touch input and firing off certain actions
	- drew ruff on the screen
	- implemented touch logic for the left control circle that will move Young Ruff around the screen (left half of circle moves him left, right half of circle moves him right, 35% of the top most part of circle makes him jump)
	- ruff will now face left or right, depending on which way he is moving
	- fully implemented gravity logic that allows Ruff to both jump and land gracefully (easily tweak his Jump force and force of gravity with #defines at top of the .m file)
	- setup basic conditionals to detect up, right, and down swipe gestures in the right control circle
- misc. code fixes to help get our overall game framework in working order