Canfield-Staging -> production

Minor reliability fixes:
- The parser was eating IO and Parse exceptions, and then returning a partially built game map (World object). This is now fixed.
- The parser had a throws declaration for the wrong ParseException: it declared java.text.ParseException rather than org.json.simple.ParseException. Corrected this.
- Fixed integration tests that expected a java.text.ParseException to be thrown: the try-catch block in integration tests that use the parser now check for the correct org.json.simple.ParseException, as well as IOExceptions.

Some of the changes listed in the Parser.java file are due to the auto-formatter, which I try to now use based on a discussion that Aaron and I had a few weeks ago.


Additional fixes added 4/3/2014 6:30 PM:

Partially fixed issues that Patrick identified:
- The ticks per milliseconds calculation was wrong in multiple integration tests (but not in sprint 1 or the primary game application)
- The millis per tick constant should be a long
- Commented out the frame limiter code in most integration tests, which wasn't working anyway. Using it causes the game to become very jittery. We'll need to research this further - the jitter is likely because the movement values are incorrect for the FPS.

I didn't touch the Sprint 2 application, since that was a deliverable.

We should add the frame limiter in the future, or something similar, since currently our game may now run at different speeds on different computers (i.e., the world.update method may be called at different rates). The libgdx library prevents it from being called as fast as possible, which is probably why we didn't notice this problem before.

Additional fix added 4/3/2014 7:00 PM:
- Fixed black line alignment issue w/ certain textures