Fully implemented parsers except for Entity parser and Interaction parser, and DialogueParser seems functional
Maps are now parsed separately and uniquely.
Each map is a separate text file named after the map. The MapLoader retrieves the file based on this name parses it in a similar manner to the old way.
Merge branches 'master' and 'quests' of https://github.com/math1man/SuperMacalester into quests
TileMap is now an inner class of Tile, and all of its functionality is dealt with there.
_ now strictly refers to building tiles and implies impassibility.
Adjusted some of the map parsing stuff
So many changes. Completely revamped the parsers:
All specific parsers are now inner classes of the class they parse, and just called Parser.  For example, a dialogue parser is Dialogue.Parser()
The abstract SuperParser class now has static methods convert, parse, and parseAll that correspond to its nonstatic methods.  These methods take a class input and parse appropriately based on the class
Added a quests.txt file that will hold all the details for quests
DialogueDisplayable changed to Dialogue
Dialogue changed to DialogueText
Added Savable interface and SaverLoader class to handle saving and loading
Anything that implements savable can be saved and loaded using the SaverLoader.  Currently, this entails Plot, World, and Settings classes
Settings is no longer a static class.  Instead, GameScreen holds a static final instance of it.
Game dimensions have been re-relegated to the GameScreen, not the
BETSY
Merge remote-tracking branch 'origin/dev' into dev
Got rid of savable.  SaverLoader now works via the SuperParser
Further modified and improved Parsers
Fixed some bugs with Settings.Parser
Added Betsy
Character sprites and animations are now wrapped in a CharacterAsset class
The AssetLoader maintains a Map of names to CharacterAssets
merged with dev
merged with dev
merged with quests
fixing name issues with MapNpc
merged with quests
Made Betsy a silly little dialogue, and fixed a bug with Dialogue.Parser
Added some DialogueOptions and interactions to Betsy's dialogue
Interaction Parsing works!
made dialogue a bit more PG
Added more detail to parser_info
Merged from quest