Fully Loaded Game Data When Continuing the Game

-When the user selects "Continue Game," made the Shop load only after all game data has been loaded. Before, the game data was not always fully loaded when the player continued the game
-Switched the location of the volume options and the Resume button on the Pause Menu
Disabled Weapon Buttons When the Game Is Paused

-Disabled the Weapon buttons on the HUD when the game is paused
-Added void ChangeWeaponButtonState() in Game1.cs
-Decreased the Width of the HP Bars by 90
-Fixed a bug in which the player's HP is not updated on the HUD when the player starts a new game, loses HP, quits, and then starts another new game. Fixed this by calling UpdateHealth() in the constructor for the player
Created a New Screen System

-Created a single ScreenManager.cs class for handling all of the screens
-The screens are now created in XAML within the CurrentScreen Grid on GamePage.xaml
-Made the player able to die and get a game over by overriding the Die method in Player.cs
-Created the GameOver Screen, and finished coding it
Made new throwing sprites for the Ranged Goblin

-Made the Archer's first attacking animation frame shorter than the second one to show he's aiming carefully
-Added the logo's Illustrator file to the Graphics folder but it's purposely not included in the project
Merge branch 'RangedGoblinFix' into NewScreenSystem
Merge branch 'NewScreenSystem'