Removing excess players/enemies/animations

The reason behind this pull request is to try to have our enemies/players/animations reflect what they once were during our presentation at ACM's student/faculty Mixer. It seems that after adding in all the extra players, enemies and animations, the following problems came up:

* Directories became cluttered. While this is not a problem, we should focus on finishing the game with a small amount of working, stable units, and then finally extend our character base.
* Bugs came up, which were hard to track down due to all the changes. 

This pull request has the following changes:

* Moved all extra players into `extra_players` folder.
* Moved all extra enemies into `extra_enemies` folder.
* Moved all extra animations into `extra_animations` folder. 
* Removed all `requirements` from `main.js` and `enemy_spawner.js`.
* Integrated brand new character status screen.

I have also fixed up any discrepancies between animations, and fixed up a few here and there. In order to run this, you'll need the media files `media_2014-07-11_11-24.zip` located on Bitbucket. 

Things are much simpler now, the only entities that remain now are:

* Assassin (Hero player)
* Sage/Enemy Sage
* Wyvern Lord 
* King
* Dracozombie

** Status Screen Updates **

I went ahead and started working on integrating a brand new character status screen. Here is an image of it in-game: 

![screen shot 2014-07-11 at 11 30 04 am](https://cloud.githubusercontent.com/assets/1226900/3554798/46343ace-0910-11e4-94be-dd0dec4fdad4.png)

I personally think it looks much better, as it now encompasses all of the player's derived stats, as well as their inventory. The mugshots need to be resized accordingly to fit into the new portrait space, which I have done for the main player (Jaffar) and the player mage (Limstella). 

To use the status screen, press `shift` while hovered over a unit, and to exit, press `enter`. 

TODO: I am currently stuck trying to iterate over the status screen for each unit on the field. The idea is that I'd like to press the "DOWN" key which would draw all of the data for the next unit in the `this.units` queue. I was able to get a crude version before (but it only drew the next unit while *holding* the down key, so I reverted that. I'd like to be able to press the down key once, which would draw the next units stats, and be able to repeatedly do this in a loop (traversing over all player and enemy units). I don't know if this can be done within the draw loop due to the nature of how variables update. 

Any suggestions or assistance on the above is greatly appreciated.