Added Chest
Minor temporary tweak until we have large character textures
Updated the dimension on the Weyerhauser Sprite
moar tiles
Merge remote-tracking branch 'origin/dev' into dev
Fixed building tile keys in MapLoader
Merge branch 'dev' of https://github.com/math1man/SuperMacalester into dev
Updated the loadCharacter method based on the current schema for character canvases
Updated the loadCharacter method based on the current schema for character canvases
Updated the loadCharacter method based on the current schema for character canvases
Comments
Discovered and used the TextureRegion.split(Texture, int, int) method for character breakdown
Fixed tree tiles
moar tiles
Added getNearestValidLocation methods to both Grid and Location
These methods find a valid location by starting at the initial position (or the nearest valid position to that position) and recursively move in the given direction until it finds a pathable position.  If it runs into the far end of the map, it will return null, though this not-found case is incredibly unlikely.
Currently, this method is only used by Entity.putInGrid, which calls it on the input location (unless it is null) to put the entity in at a pathable location
fixed some map tiles
Created a Parser class.  It reads files and generates a ParsedObject.
The ParsedObject stores the name, object descriptor, map of parameters, and data (an array of strings)
The descriptor is of type Leader.  Leader simply describes any possible leader that could be used in the file
The parameter map maps leaders to String values, though the ParsedObject provides methods to convert a parameter into an int, a float, or a boolean
Made Interaction constructors public, as they should be
TODOs
Added some javadoc to the Parser