Huge Engine Update!

*We should all follow the same code design pattern so that we can
understand the code in the same way. I followed  Zephilinox code design
so a few names was changed to differentiate the engine code from sfml
code I explain below the name changes.

1. Updated Engine Function Names to have ar (Team abbreviation) so that
there is no confusion between engine functions and sfml functions. His
code design pattern is the best so I suggest we all follow his at least
for the rest of this prototype to avoid code confusion and clutter.

2. Made the player image (testTrig.png) to rotate depending on where the
pointer clicks based on 4 quadrants for easy 45, (+-), 135(+-) degree
angle rotations, using F and C to reset to default front(F) and back(C)
Positions.

3. Custom Player Class that derives from Entity but also can have its
own player specific implementations and variables

4. Player input you can move the player using the WASD Keys

5. Made private variables with a  m_ in front of names like Zephilinox
does.

If I missed anything or should change or messed up on anything just let
me know so I can fix it and also be more aware in the future.