updated editor with proper screen to tile placement code.
deleted TextureRegionAsset for redundancy - use TextureAsset it is a
Texture region.
added TextureAsset.cut(x,y) similar to textureRegion.split(w,h) but in
columns and rows respectively.
changed tile map so it uses data coordinates instead of world
coordinates.
I did not want to have Tile.TILESIZE be a dependency to EVERYTHING
touching the map.
started a little InputProcessor but may remove it later on.