Added characters for numbers 0-9 to the fonts

-Replaced the previous fonts in the Content folder with the updated ones
-Removed SOR2 Bitmap Font.xnb
-Modified the capital X and Z characters to be slightly taller
-Loaded in the new font, which is now called DYFFont
-Added a Content Project to the solution, which has to come with another project, so I can create a SpriteFont using MonoGame
Created attacking sprites for the Ranged (aka Spear) Goblin

-Modified PlayerHelper and HelperData to include an index
-Separated enemies granting gold into a GrantGold method
  -This fixes a glitch where if a PlayerHelper kills an enemy and the player isn't selected on the most efficient weapon, the player wouldn't get the full gold amount despite not even attacking the enemy with that weapon
Created 2 new Archer recolors for upgraded versions

-Changed the PlayerArcher field in LoadAssets.cs from a single Texture2D to an array of Texture2Ds
-Made the archer change spritesheets based on its level
Added shop icons for buying and upgrading Archers
Finished the Design of the Pause Menu

-Redesigned the Pause Menu to have a Resume button, music and sound volume controls, and a Quit button
-Coded the Resume and Quit buttons. Quitting works but may be missing a few things. Need to verify this.
-Created the QuitLevel() method in Level.cs
-Displayed the next level number in the Shop to the left of the "Done" button
Merge remote-tracking branch 'origin/FinishPauseMenu' into ArcherShopIcons
Added Bonus Gold and Total Gold Earned to the Level End Stats

-Bonus Gold is displayed after Accuracy Rate, and Total Gold is displayed in bold after Gold Earned on the Level End screen
-Bonus Gold Formula: (# Player Kills * (Accuracy Rate / 100)) * 5
-Total Gold Formula: (Gold Earned + Bonus Gold)
-Fixed the loading path for the ArcherIcon and UpgradeArcherIcon in LoadAssets.cs
Made night brighter

-Changed the FadeRate from 220 to 185
  -Adjusted the Sun's position accordingly
-Gave FlyingEnemies a height value so they look like they're flying above ground
-Made projectiles stop where enemies would as opposed to them all stopping at the same position before damaging the player
Made the Game Only Playable in Full Screen Mode

-Added a full screen notice that appears whenever the game window is snapped. This prevents the user from playing until the game is back in full screen mode
-Added the Grid for the full screen notice and its accompanying XAML Styles in GamePage.xaml
-Moved the LevelStart Border within the HUD so that, if the HUD is hidden, the level start message will be hidden as well automatically
-Created a new game state: LevelEnd. Changed the code appropriately to account for this
Merge remote-tracking branch 'origin/CreateFullScreenOnly' into BrighterNight
Merge branch 'BrighterNight'