Organize BSPlayer class structure for graphics

                            VOLATILE COMMIT

In the old code, BSPlayer was an ordered mess of closely related objects
that handled each state's animation, its sprite sheet, and the
individual frames of that sprite-sheet (as TextureRegion arrays --- good
idea @dogmelons).  Now, each of those qualities are encapsulated in a
BSAnimation internal class.

I also copied and added some notes to this class's `draw` method.  See
the comment therein for more information, but long story short I think
it can be trivialized to one line now.

None of this code has been tested and it will likely cause the project
to not build.  Keep this in mind.
Organize BSPlayer class structure for graphics

                            VOLATILE COMMIT

I missed a few things on that last commit, and I'm too lazy to simply
amend.  (I also, admittedly, fear messing it up---this is probably not
called for, but I'm still pretty new at this.  In time.)

For each BSAnimation there was a method that I missed (of the pattern
`Set[...]Animations`) that seems to act as something of a constructor
for the animation.  (Can @dogmelons confirm?)  I included this and also
a `time` field that I missed previously.

This commit accounts for most of the functionality provided by the
`Player` class on the `master` branch.  All that remains to do is the
switching of directions, and I'm not positive who will be taking care of
that yet.  My plan is for it to be handled by `move`, which will
maintain some state in BSGameState (`isMoving`) to handle appropriate
flow through the animations.  A state machine will have to be coded in,
but that's simple enough to do.  (Yay, Theory of Computation!)
Add constructor to BSPlayer.BSAnimation
Use BSPlayer.BSAnimation constructor in BSPlayer()

fields are now initialized
Implement BSPlayer.move function

Should be equivalent in functionality to the `master` branch
counterpart.  Note that, instead of overloading, you just specify

    player.move(null)

to use the 'idle' sprite-sheet.
Implement translate method
Normalize indentation
Normalize tabs/spaces
Normalize indentation
Add skeleton code for actual rendering sequence
remove trailing whitespace
Run static type checking with Eclipse

After editing the files in Emacs, the hands-down best editor in all of
history (especially with multiple cursors), I've been able to test what
I wrote and make sure all the Ts have been crossed, etc.

A few minor things, like not enumerating the player sprite-sheet assets
in `BSAssets` and a swapped argument listing here and there.  A couple
(mass) mistypings and all done.
Remove dead code

the player class was not using the asset-manager class provided by GDX,
so I just took it out.  We may actually follow this pattern throughout
the project; I know @dogmelons would much prefer using his old method,
`Gdx.files.internal(String)` at any rate.  With the asset enumeration,
this might not be so unreasonable.
Remove asset manager spec from constructor call
Add test assets
Load actual (test) assets instead of dummy data
BSMap improvements

- change the way maps are defined
- change the way maps are loaded
- change the way properties are returned
Add currentTile property to BSPlayer
More specific TiledMapRenderer for BSMap