Fixed issue with remote player point not displaying correctly

How to replicate:
-Start a two Player game
-Score points on one of the clients
-Remote Player points

Fix:
-In GameManager::IncrementPoints() it was set to render local Player
score both for local and remote Pkayer, a slip from when the
IncrementPoints() method was changed a while back.
Improved particle engine

-Added code to Generate particles whenever a Tile was hit or killed
-Added Renderer::SetDrawColor() that takes a SDL_Color and sets draw
color using SDL_SetRenderDrawColor() to the values in SDL_Color. ( SDL_SetRenderDrawColor() takes 4 colour values, not SDL_Color! )
-Paricles are now rendered using SDL_FillRect.
-The Particles themselves now only holds a SDL_Color as oposed to a textures
-The draw color is set before each particle is rendered
-This process should be Improved by incorporating OpenGL > 3.0 which and
using vertex/fragment shader to do particle effects
Added clearing of Board into GameManager::Restart()

-Tiles, Bullets, BonusBoxes and Balls needs to be cleaned up before the
next game.
Improved MenuManager::WasGameQuited()

-Used to return true if game was NOT pause and the previous status was
GameOver. This caused it to be impossible to quit game from paused
status
-Will now return true if current status is NOT GameOver and NOT Paused
and the previous status was InGame
Minor changes to MessageSender

-Removed printing of TileHit message
-Now initialises stringstream to prevent valgring from report initalized
variable warning
Adeed Scale() and FlipAndScale() to VectorHelpers

-VectorHelpers::Scale()
	-Scales the supplied vecor by the supplied scale and returns it.
	-Does not modify the supplied vector
-Vector2f::Scale()
	-Scales itself by supplied factor  and then returns itself scaled
VectorHelpers::FlipAndScale()
	-Scales vector using Vector2f::Scale()
    	-Sets y pos to y minus hieght
	-Might not be in use ( ? )
Changed Particle to use SDL_Color

-Particle now uses SDL_Color instad of SDL_Texture
-Added an SDL_Color that will be set to the color of the Tile that was hit.
-Removed SDL_Textyre and alpha ( as this value is a part of SDL_Color )
-Chnaged the decay/speed of the Particle. These values will probably be
changed or put into a config file at some point.