slight refactoring of movement for hero and entity
testing player movement after adding a stopspeed
collision still unsatisfied
tweaked movement variables once more.
BAM!! Corner collision detection is functional!
using calculaterCorners() & checkTileMapCollision() box to box collision
shoud be solid from now on
cleared out some commented code
Enemies now populate the map with fixed path movement
Renamed a lot of different variables and methods.
Reformatted some of the code for movement.
Added functions for calculating the bounds.
Failed to fix the issues with collision.
Messed around some more with collision.
Merged the code that Joey wrote last night.