WIP - lane change exploration
Resets tile bounds
Resets bounds to the full usable area of the tile, this should make lane changes easier since the target point is valid all the way up to the wall. You could handle turns too close to the wall by putting in some logic to prevent turns that would result in a point too close to the wall, perhaps.

Now that bounds are full width, work on lane change logic and calculate "snapping" coordinates for each lane. Use moveByX with a value calculated from the offset between current position and next lane position.
WIP - trying to figure out lane change math..
WIP - still figuring out turning/lane change stuff. made some pseudocode to follow at the top of authorizeTurnEvent
WIP - lane change kinda working, some bugs
WIP - refactoring lane change code
Refactors code to make it a lot more readable. The state of it:
* Driving north and changing lanes from LEFT to RIGHT works.
* Driving north and changing lanes from RIGHT to LEFT works.
* Driving north and changing lanes from LEFT to WALL results in changing into the RIGHT lane.
* Driving north and changing lanes from RIGHT to WALL works (i.e it doesn't let you)
* Driving south still has some issues
* Driving east/west still has some issues
WIP - lane changes
Lane changes starting to come together..
WIP
Add some debugging comments
Finishes working version of lane changes

(issue #2)

Known issues:
* If the player is too far off-centre from a lane, attempting to move across that lane will cause the player to "snap" back into the same lane, causing a move that's not very large. Should this be the behaviour?
* Some bounding issues with turning and big lanes.. since we're testing for an intersection tile then checking the bounds, a situation can arise where the player is in the middle of a multi-lane T-intersection tile and tries to turn in the one direction where there *isn't* a road. The bounds checking will pass because there's still road there, but of course it shouldn't be possible!
Multi-lane T-intersection fixes
(issue #2)
Added logic that tests for the current tile being a multi lane tile. Not sure how this will be used yet..
WIP - turning/lane change refactored into authorizeMoveEvent
WIP authorizeMoveEvent
WIP lane change fixes
- Lane changes are working
- Turning is working
- Need to constrain the bounding paths a bit more
- Need to do extensive testing on turning and lane changes to make sure it's solid.
Updates road paths
Constrains the road paths