Updated README.md

Updated the README with the notes that we made today at the meeting.
Updated README.md

Updated README.md
All Panels Created

A new panel has been created which is where we will render all of the
fighting. This panel class will have the game loop. The selection screen
has been updated with an invisible count down timer that gives the user
sixty seconds to make a choice before the game starts. For now, it
prints it's contents to standard output to verify that it works.

The actual game panel has the same placeholder background as every other
panel.
CardLayout Discarded

I decided to discard CardLayout due to issues with managing threads.
With the CardLayout, all panels were created at program initialization.
Some of these panels have threads that should only run while the panel
is visible. It is very difficult to manage these threads in a non-static
manner. Since it is good practice to avoid static as much as possible,
it required a rewrite of how the game handles the creation and
maintenance of panels.

In a nutshell, panels are created when they are needed (eg., clicking on
a button) and keep a reference to themselves and to the kernel. Panels
are removed and added to a Screen (which is a JFrame under the covers),
which is then revalidated and repainted. There is a slight flicker when
this happens, but that can be fixed.
Options Menu Updated

Updated the options menu with a label and a slider to indicate
difficulty. This difficulty is remembered and maintained by the kernel.
HashMap Update For Kernel and Views

Views now placed into a HashMap that identifies them by a string. A new
method getView() has been created to index the hashmap and return the
panel identified by the string parameter. The kernel now implements an
interface ViewLabels which holds only variables to be able to identify
the views to be switched in all of the actionlisteners for each view.
Now views do not have to be created and destroyed every time a button is
pressed.

Kernel threading has also been updated to reflect the changes in how
views are accessed.

Parameters implementation changed from arrays to collections.
Kernel Optimizations

The kernel has undergone some small optimizations to make it more memory
efficient.
More Kernel Optimizations and View Overhaul

There are further small optimizations to shrink the kernel size and
improve it's efficiency.

Views now inherit from an interface, not an abstract class.
More Kernel Optimizations

The LoadImage class, used for loading images from the disk into memory
in an Image object, has been merged with the kernel.  In addition, the
ImagePanel class has been made more generic, now being a JPanel that
paints an image from disk on itself.

This allows views to load images for their backgrounds through the
kernel by creating a new ImagePanel and then retrieving the image from
that object (or using that ImagePanel).
Updated Documentation

Check the documentation under the docs folder
Complete Documentation

Completed the documentation for all classes. The project itself has been
simplified to lend to quicker development. The game starts immediately
on the panel where the fighting happens.
Simplified Project Flow

Temporarily removed the SelectionMenu since our focus is on the video
game first and flashy visuals second.
Versus View Update

Small optimization to how the view sets it's background image
Added stage background

Added a stage background from Street Fighter to the resources folder
Image Loading Update

Images now load using ImageIO class instead of Toolkit class. Also,
various snippets of old, unused code have been moved out of the kernel.
Implemented Singleton object pattern for FatalKernel
Implemented Singleton object pattern for FatalKernel
Temporary fix until we find out waht to do with settings
Refined Singleton object patterns

Moved the instance of the kernel from the views into the interface. That
way, every view will automatically have access to it from the interface.

The return settings call has been removed since we don't have any yet
and when we do, we might choose a different implementation for it.
Created Game Loop

The game loop has been created in the kernel mirroring what Professor
Murphy did in class.

Also, this update fixes a bug where the loading screen was not shown and
also increases the speed at which the panels are swapped.