Scripting:
Gave the Scripter the same treatment as the EntityScripter: They can now be instantiated without a parent GameScreenHandler instance.
Enemies created with a script use their own copy of the script and don't share one. It gets a bit crazy without the deepcopy

Handler:
Moved some stuff about
Added the LoadingScreenHandler and a dummy loading function. Later, the loading funciton will load all assets for the current screen

Game:
Level list!

Levels:
Moved the level script completely out of the handlers, is now done here.