Got rid of sprite rotation

Sprite rotation will be handled by sprite sheets
Added a release build option
Slight Change to CollidableMapEntity

CollidableMapEntity now extends MapEnitty
Changed GameObject to be Drawable.

Every object that was Drawable is now a game object
Updated Draw Manager

Sprites only get drawn to the screen if they are on the screen or near
it. This way less lag when large maps are generated.
Added a new draw layer

I added a new layer to the draw manager in order to draw chests above
the grass and below the trees and bushes.
Made some small changes to the Maps
Fixed the array index out of bounds exception in MAP
Went ahead and implemented basic stats (haven't really done much with it yet, and it's not currently being set up properly, but it is governing player speed). Also made a couple tweaks to the player manager and related to make it a bit easier to work with (and changed the name, because we're going to be using this for more than just the gameplay). Started basic inventory system with a way around the double dispatch problem similar to the way visitor does it (that is, items give themselves to the inventory, so the inventory can add an item to a weapon slot rather than the general inventory). Not too complex yet, and I had to do some shenanigans in converting Item to an abstract class quickly, so the factory is a bit ugly right now, but it's a start.
Made better map generation

There are borders surrounding the maps according to the viewports height
and width. You need to create a map that is at least as big as the
viewport for the map generator to work.
Fixed attack up

I fixed a bug in the code and now the player can attack upwards when
before it couldn't because the collision box was the same size and at
the same location as the player.
Added some really simple tree destruction

Hit a tree twice and it becomes uncollidable. Trees have a "health" of
30
Created some destroyed tree sprites
Merge branch 'master' of https://github.com/jdlewis92/EWU-Design-Patterns into menuCreationStuff