v19 Terrible Party AI!

Still Collisionless, but man its coming together!
Added Debug Visuals! Collision Boxes, and View ranges.
Added new Buttons;
A - with unit selected, A Actives AI Mode.
F - with AI Mode active, F Engages Follow Mode when Unit not in Use.
Attempted to add a CollisionSystem to handle smashing into things, but
looks a bit more complicated then i first thought.

BulletFactory;
- Added the debug display to the bullets, to show bounding boxes if
debug active.

Entity;
- Changed Movement method to a Velocity/Speed/NextX&Y system as opposed
to a straight X++ / Y++ etc.
- Player Handling Has been moved into Entity, using seperate
AttemptUp/Down/Left/Right Functions.
- tempSetPlayerSight(float, float) created to set player sight for
debugging.

Main;
- Bunch of Code CLeanups, Comments removed and as explained, moved some
player handling into the entity class.
- Also added checks to see if the enemies are visible, if not not to
draw them, zombies be creeping!
Just note that the line of sight is 360 atm.
- Some other minor refactoring!

CollisionSystem;
- To handle collisions!
- Map collisions are still left with the MapFactory, just makes more
sense since there static and not really collisionish.

OOH Man! so much stuff to do, so many things that need IRONING out,
haha.
Still, the buggy party AI is a start.
the terrible collisions have been removed untill i manage to work out at
least a sub-decent collision system to use.
I think last post i said id make a marker so you know which unit you
have selected, but went completely off topic! <3

Loving it!
- V.