working on dungeon movement. 
surrounded image loading with try/catch
wall collision and smooth scrolling added.
the collision and was added by loading all Tile properties in an array
via loadroom(). the scrolling was added through setPosition() which is
called everytime the hero collides with a "door".
began work on collision for entities.
Merge pull request #7 from jshiraef/master

Wall collision and scrolling through map
fixed the enemies rendering with camera offset
Began moving the room into the world.
Reworked the data that is saved in the tiles.
Continued refactoring the code together.
Finally got it all up and running again.
Established a class for handling the camera.
Configured the camera to move between rooms.
Added coordinates to the camera itself.
Reimplemented the smooth panning in the camera.
Merge pull request #8 from arcym/master

Refactored the movement between rooms into a camera.
slight refactoring of movement for hero and entity
testing player movement after adding a stopspeed
collision still unsatisfied
tweaked movement variables once more.
BAM!! Corner collision detection is functional!
using calculaterCorners() & checkTileMapCollision() box to box collision
shoud be solid from now on
cleared out some commented code
Enemies now populate the map with fixed path movement