Added proper functionality to HUD. Fixed misc bugs with widgets and padding.

At the moment the HUD is updated along with the level presenter and is piped the information needed to do so. In order to accommodate the nature of many of the HUD elements, the dynamic_image widget was made to accept a bitmap instead of an image and to allow the cycling of each cel of the bitmap. This was useful for a lot of the elements which have different phases and cycles, including the health, shields, force, and battery elements. The HUD is currently designed to dynamically scale according to both screen size and in terms of max amounts of health, shields, and force. A few bits in the code are, however, missing to properly pull the max force level (from the spec in the cog files) and max shields.

I also think it might be worth noting that the shields are unset at the level's start, but the picking up of shields works fine.