Accidentally left in a check when trying to test if the music restarted when playing the same song

-Stopped the music when entering the EndLevel screen
Started Creating the New How To Play Screen

- It looks just like the old How To Play Screen but consists of a single HUD grid different with elements being shown/hidden
- Created the left and right arrow buttons for the screen
- Added the HTP_ScreenNum variable to ScreenManager.cs for keeping track of which How To Play screen the player is viewing
Internally changed how enemies spawn

-Instead of adding a new enemy to the EnemySpawnChances list, we have the whole list defined at the start and choose up to a certain index, which increases as you progress
  -As a result the way we load in the level data has changed to be just a calculation instead of a loop

-Changed shop item costs and effectiveness (Repair Walls /Reinforce Fort)
-Added HUDBottomBounds so if the player touches/clicks too low on the screen they won't be penalized for accuracy
Continued Designing the How To Play Screen

- Finished designing the first 4 screens
- Added an Exit button so the player can leave the tutorial
- Set a maximum screen count (HTP_MaxScreenNum) in ScreenManager.cs so the player cannot keep moving onto the next screen infinitely. The right arrow button will be hidden once the player reaches the last screen in the tutorial
- Created the SetHUDColumnProperties method in ScreenManager.cs
- Need to redesign the Shop before the rest of the tutorial can be designed
Fixed the "Not Enough Gold!" Notification

- Made the notification only appear if the player does not have enough gold to purchase the item. Before, it would appear whenever the user couldn't purchase the item, whatever the reason may be.
Improved EnemySpawning even further

-Fixed the calculation so 2 enemies now start spawning at once starting at Level 4
-Varied enemy speeds even more by making them floats and choosing a random decimal value in between
-Passed SerializationException into the catch statement when loading data
-Made levels slightly longer over time
-Removed HUDBottomBounds from Player.cs
Rehauled the System for Handling Touch Input

- Used the TouchPanel.GetState() method instead of TouchPanel.IsGestureAvailable property
- Used TouchLocation objects instead of GestureSample objects
- Got rid of public static TouchPanelState TouchState in Input.cs, and removed it everywhere it was referenced
- Commented out all of the old methods for reading touch input, and created new ones in Input.cs
- Replaced the Attack method overload for touch with a new one that uses TouchLocation objects
- Created a new IsScreenTapped method in Input.cs
- Moved the "TouchPanel.EnabledGestures = GestureType.Tap" statement from the constructor of Game1.cs to the Initialize() method
Merge remote-tracking branch 'origin/TouchInputFix' into BetterSpawning
Merge branch 'BetterSpawning'