Added in rough code for animation into the ECS framework.
Added playerSheet with additional animations.
DOES NOT WORK CORRECTLY
Added Animation.cs, AnimationSystem.cs, SpriteSheet.cs, PlayerAnimation.xml.
Created AnimationSystem and xml parsing for sprite animations.
Changed the one line in EntityFramework\BitVector.cs.
"Completed" the initial version of the animation system. It allows you to switch the animation of the sprite by changing the currentAnimation string.
The animation systems allows as many animations as you can fit on a single spritesheet.
The way animations are defined is by using an XML file to with the same format as the one in the Content folder. Template coming to the wiki.
Still need to figure out a way to put currentAnimation into the animation component instead of the spritesheet object.
Cleaned up my code to remove all of the random commented code. Tried to put in comments into all the sections that I modified so you guys can easily read what my code is doing.
The current back end for passing around information like the currentAnimation string is screwy and needs improvements but future changes should not change the front end on changing the current animation of a sprite.
Put in Test Entities for all of the animations in the player spritesheet that I have. Just run this branch and you can see all of the possible animations of the sprite.
Cleaned up more parts of the code that I missed. Places with '//JARED' comments is commented out code done by me. Ask me about why it is commented out if you have questions.
Change the Animation.cs.
Changed variable names to make Eugene happy.
Merge branch 'animation' into dirty-develop

Conflicts:
	DirtyGame/Game/Core/Systems/Util/SystemDescriptions.cs
	EntityFramework/BitVector.cs
use animation system