Fixed #27 (Collision glitches w/ moving objects)

When I constructed the dictionary, the objects were hashed to cells
according to their position at that instant. However, the objects are all
moving (i.e. changing cells) every few frames. So while the broad
phase action of getting the nearby object for Object 1 took into account
Object 1's new positon, it often used the stale data (i.e. the original
locations of all objects) in the dictionary to compare against. Thus, a
moving Object 1 would collide with a moving Object 2 iff Object 2 was in
its original cell.

The solution, which I missed in the original paper [0] I read, is to
update the dictionary every frame. I've implemented this through an
update function in the spatial dictionary, which completely rebuilds
the dictionary when called, and I added basic testing to detect
regressions. I update the spatial dictionary in the GameWorld's update
function before getting the collisions for that frame.

In the future, the implementation could be optimized by only updating the
dynamic objects (i.e not the walls/etc) aor only updating the objects
that have moved each frame.

[0] http://www.cs.ucf.edu/~jmesit/publications/scsc%202005.pdf
Resolved #30 to separate static & dynamic objects

The `add` and `add_multiple` functions in the CollisionDetector
interface now take an optional (default: false) `static` flag that
specifies whether the given object(s) is static or not. The
SpatialDictionary has also been updated to implement the knew interface.
Refactored segment loading and integrated changes. Further integration still needs to be done.
Removed, fixed, and added tests.
Merge pull request #28 from NintenJoe/Issue-27

Fixed #27 (Collision glitches w/ moving objects)
Merge pull request #26 from NintenJoe/Task-0.7

Task 0.7 complete.
Merge branch 'master' of https://github.com/NintenJoe/zol into Issue-30
Merged conflicts between some of the merged branches.
Updated the 'GameView' tests to account for merge with 'Segment' additions.
Updated all the model tests to stop using pygame's display functions.
Merge pull request #32 from NintenJoe/Issue-30

Resolved #30 to separate static & dynamic objects
Integrated the 'SpatialDictionary' type so that it works with the main game loop.
Added support for tile collision behavior.
Refactored the collision resolution logic within the 'GameWorld' class.
added hitbox svg files
Fixed errors in the tests for the 'GameWorld' type.
Merge branch 'master' of github.com:NintenJoe/zol
merge by deleting player and monster
fixed tests and main