Initial time structure

Wrote a time priority queue based on this article:
http://www.roguebasin.com/index.php?title=A_priority_queue_based_turn_scheduling_system
Added speed to monsters

Monsters now have a speed attribute, but need some very basic AI to use
it.
Adding and linking levels.
Cursor is now working with graphics

Linked the cursor graphics with the cursor code.
Removed unnecessary print statements

Removed some of the unnecessary print statements that were in there from
when we did not have graphics to tell where the character was.
Created Level 1-10

Specific map style and tile sets not yet chosen.
Minor commenting...
Adding more tile sets to play with

There's still 13 more tile sets unused.
Added level tiles references
Merge remote-tracking branch 'origin/Timing'

Conflicts:
	Roguelike/src/entities/Monster.java
	Roguelike/src/game/Controller.java
Time passes for pickup action

The basics of how the time system will work have been implemented for
the pickup section. Without AI it just outputs which monsters have
gotten a turn.
Generalize movement

Generalized movement to work for any sentient, so monsters can move on
their turns.
Monsters move

Monsters now move in a random direction on their turn.
Turn on movement

Movement now included in the timing, so you can see the monsters move
around, which lets you see how relative speed works. (Grid bugs are
slow, The Hound is faster).
All actions advance time

All the actions which should advance time now do.
Added wait action

Space bar now results in waiting a turn.
Actual hunger

Hunger now actually changes with time and eating, and is displayed in
the status bar.
Resolved some conflict for merging

Resolved some of the conflict with the master for merging