Just added tilesets to the new level
Merge pull request #3 from MikePaNtZ/development

Development
Merge remote-tracking branch 'origin/master' into development
Added EnemyState enumeration

Added enumeration with the four states an enemy can be in: Search,
Track, Attack, and Kamikaze. Also deleted old txt maps
Implemented enemy finite state machine

Enemies seem to successfully change states, but since the methods are
empty at the moment, the only sign of a changed state is that they don't
move once they see you.
Added Track, Attack, and Kamikaze logic

Added some simple logic and also a color for the three other states.
Small fix for Kamikaze state transition.
Merge pull request #4 from Daikatana/development

Development
Merge pull request #9 from Daikatana/development

Development
Changed how maps are loaded

All maps are loaded in the main game file. The current map is passed to
the level file. If you want to only load a specific map, just change the
levelIndex in PlatformerGame.cs. It's set to 0 right now, cause that's
my map. You each have a map.
Merge branch 'development' of https://github.com/Lakon/PiN into development
Merge pull request #10 from Lakon/development

Development
Fixed algorithm getting current tileset name

Fairly sure I got it working right this time. I had to reorder the list
of tilesets.
Consumable Factory and classes added

Consumables now use the format that Mike M introduced with enemies. I
also fixed them so they won't spawn under the enemy now. Also you can
set the player's health.
Merge pull request #11 from Lakon/development

Development