fixed the player render so that a player is not loaded every frame....SPEEDUP!!!
Changed all functions from pass-by-refrerence to pass-by-address.

Also changed the map (from inside the LevelComponent) to be double-
pointer that gets malloc'd on creation.

Fixed some of Shanes mental lapses he had before commiting (extra
unused functions, problematic array sizes, etc)
Merge branch 'Graphics' of https://github.com/DComm2013Network/CutThePower into Development
Integrated fully with graphics. File loads from file.

The game is one step closer to milestone one, only things not integrated
are the precise collisions, and the client side networking. Changes
were made to many of the Graphics files and assorted other files, see
the commit changes.

Gameplay code was changed from using pass-by-refrence to pass-by-value.

Significantly reduced memory usage of the program, the map is now
stored as a double pointer, reduced about 2.5Mb of memory usage.
Also improved some memory usage by malloc'ing the World struct, just
in case of problems.
Merge branch 'Network-Client-Dev' into Development

Conflicts:
	src/components.h
	src/main.cpp
	src/world.cpp
	src/world.h

Merged Network into Development, Game does not run properly, it will attempt a TCP connection to 192.168.0.4, but fail after a bit (Hard coded IP). The networking is largely untested with the integration with the game, so it is currently unknown what data is being sent over the wire when a connection is made. This will be tested by Shane & the rest of Network along with me (Clark) at a later time.

Other things that are noteworthy:
	I have no idea how the Network code compiled, as there were several syntax errors (missing semicolons). This leads me to believe that upon testing it's success upon integration will fail. I expect many errors and segfaults to occur.

	Pixel-perfect collisions still not integrated yet.

Things that are still left to do for M1:

	Finalize collisions.

	Finish networking integration.

	Get network communicating properly with the server.
Merge branch 'Development' into Network-Client-Dev
Making the game run with the client. Changed client update a bit so it checks if theres any data on the pipe instead of waiting forever. Also fixed udp sending to send only a single packet.