Optimization and Sprite Animations

-Terrain uses MapSize and TileSize Properties as accessors
-Added Cell.NeedRender property(Cell.needRender now protected)
-Cell.map now is a byte array
-Cell.save() now saves more efficiently
-Added Cell.load()
-Terrain Tiles now use byte as id instead of int
-fixed improper styling of event handlers
-Added delagates for fixed event handlers
-TerrainLayer.mapSize and TileSize is now protected
-EntitiesLayer now uses Lua interpreter
-Added EntitiesWrapper(not part of WrapperPackage)
-Added Enum SpriteAnimation
-Added BaseNetSession
-Added BaseSprite.properties to store values in lua
-Added BaseSprite Properties to access fields(HP, Stamina, Speed,
ZombieFollowers, AnimationFlags)