-Fixed a lot of little bugs that were making tile selecting not work
-Note that the framebuffer used for rendering tile selection uses
(0,0,1.0,1.0) as the clear color. Clear colors MUST be in this float
form apparently, too.
-Also note that the tile at (0,0) has the same color as clear color so
that will have to be addressed. Can probably fix it by starting the
coloring of tiles with red or green starting at 1.0 instead of 0.0.
-Right now the returned coordinate from tile selecting is just the
representation of the R and G values from the picked color, so these
values will need to be translated into their proper form. Example:
color[0,0]  = tile(0,0), color[21,0] = tile(1,0), etc.
-Coordinates obtained from Selector.pickTile() are updated to be in the
correct relative system. So a coordinate of something like (42.0,42.0)
is converted to (2.0,2.0). This is with a GRID_WDITH = 12 though, but
the system works for any GRID_WIDTH;
-Coordinates obtained from not hitting the map are always (-1.0,-1.0) so
use the to check if the map is not currently under the mouse.
-Note that these changes occur AFTER the coordinate is returned by the
Selector. You can see the small bit of code that does the work inside
the mousedown handler in GameCanvas.
Merge branch 'selection-alex' into selection