A* implementation attempt

This causes the pathfinding function in tileMap.cpp to fail quite often
when the path is a couple tiles away. It has to do with the way you
backtrack, since you search for the lowest distance... but that could be
the tile you were just at before... ending up in an infinite loop
essentially.
Directory update

no code changes
Working A* implementation! (kind of)

The A* optimization for the path finding is a massive improvement over
the previous version. There is still a bug present that causes the
program to freeze at seemingly random times. Seems like something gets
caught in an infinite loop somewhere....
repo update

no code changes (visual studio files)
repo update

no code (visual studio files)
repo update

no code (visualstudio files)
Merge remote-tracking branch 'origin/heuristic-implementation' into heuristic-implementation

Conflicts:
	ProjectFlounder/SquareSolution/SquareSolution.v11.suo
vs files update

no code (visual studio files)
add .gitignore
bug-fix in progress

essentially updates the x/y positions of the player and npc to replicate
the infinite loop bug in pathfinding function.
Temporary bug-fix for A* path finding bug

Put in a check to make sure the total path coordinates don't reach
numbers past ~300. This is a quick fix that at least stops it from
entering an infinite loop, but doesn't address the main issue. (the
problem stems from the way the openCoordinates are sorted by the
heuristic values).
vs files update

no code (vs files)
heuristice A* branch merge

merging the branch "heuristic-implementation"
Merge branch 'master' of https://github.com/CriticalMammal/ProjectFlounder