Merge pull request #3 from MikePaNtZ/development

Development
Changes to level tiles

New tilesets and level layout.
Debugged my new level
Re-textured level without silly old platformer tiles.

The level is stable without those old platformer tiles. Adding a
background layer in Tiled still causes some player visibility issues, so
I removed the layer.
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
Renamed my level so I could merge with Mike's Dev Branch
Merge branch 'development' of https://github.com/MikePaNtZ/PiN into MikePaNtZ-development

Conflicts:
	Platformer/Content/Content.contentproj
	Platformer/Content/Levels/0.tmx
	Platformer/Content/Tiles/Thumbs.db
Merge branch 'MikePaNtZ-development'
Merge branch 'development' of https://github.com/Lakon/PiN into Lakon-development
Merge branch 'Lakon-development'
I tried command line merging...
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.
Merge pull request #3 from MikePaNtZ/development

Development