v21

Added an overlay of 'Nodes' on the map to eventually use with AI.
It looks ok, and ive made it green so it stands out a bit, also red when
its over a blocked map square.
Just a mini Backup before i try and tackle the Collision again, see how
that goes.

Main;
- Fixed the silly mistake on activating/de activating things like party
AI, godmode, debug mode, etc since i had my bool checks backwards, lol
wha?
- Added the drawing of the mapNode to the render loop.

MapNode;
- Holds a vecotr2f Position, Node ID, Node Radius (more so i can see it,
maby use it so AI does not have to be in ABSOLUTLE Node position before
they register as hitting the node), and the node size and blocked.
- Initialiseation functions, bunch of setters and tu use the class,
simple stuff.

MapFactory;
- Just implemented a Array of mapNodes and populated the array.

Entity;
- Fixed a variable name from collisionPaddingDistance to
mapCollisionPadding, makes more sense since its map related.

Minor edits and new classes to start for the AI Navigation structure and
stuff.,
Mini Backup before i try and fix up the Collision again.

- V.