Begun implementing the BaseLevel Camera

-Currently have a camera that moves based on player position
  -LevelObjects are drawn taking the camera's position into account
-Changed it so a projectile cannot hurt the owner of the gun who shot it
-Added Top, Bottom, Left, and Right properties to Tile.cs
-Added MinSizeX/MaxSizeX and MinSizeY/MaxSizeY properties to TileEngine.cs
Designed the HUD in XAML

-Added a new Canvas to GamePage.xaml: HUD
-Added HUD.cs to the project
-Made it so that all content in the HUD Canvas will be displayed when the game switches to the InGame state
Fully Implemented Camera

-The camera is now complete:
  -The camera tries its best to center itself on the player and follows it
  -You can specify where the camera starts in a level or if you want it to start centered on the player
-Updated SetDrawDepth() and Draw() in the collision boxes and levelobjects to move based on the camera offset (negative camera location)
-Changed IndexX and IndexY's default values to -1 in Tile.cs to denote an out-of-bounds tile
-Made Projectiles disappear when hitting an out-of-bounds tile
Merge branch 'Camera' into XamlHUD

Conflicts:
	Top Down Shooter/Top Down Shooter/Characters/Character1.cs
Merge branch 'XamlHUD'