Add speech to entities

So that entities such as the player and sweaty reptile can speak
Used by calling talk(speech) on an entity
Test out speech

duck says "*quack lol*" when it quacks
Cancel old speech tasks if a new one is called

So that the speech isn't set to null from an old speech task that didn't
end before the new one was scheduled
Add SPEECH_PADDING

So that the text does not sit directly on top of the entity
Test speech on radio

Radio says "*beep*" when music is toggled
Add a float to determine how long speech should persist

SEC_PER_CHAR is how many seconds speech should last per character.
This is multiplied by the length of the speech string to determine how
many total seconds the speech should last.
Move Player to entities package
Change ContentSensor.empty() to ContentSensor.isEmpty()

To avoid confusion between the action of emptying and checking if
contents are empty
Add Sharbal entity and turn physics drawing back on
Add a sensor to Sharbal

To detect duck and tell it to go away
Test out Sharbal with a cereal box
Generate phrase from a String[] when talking

Can be set by constructor, otherwise uses default phrases
Remove washing machine temporarily

so that Sharbal phrases can be seen completely
Make quacking boolean public

So that Sharbal can access it
Sharbal will respond to duck's quacking

Also increased sensor size
When duck quacks inside sensor, a new task is scheduled to say a random
phrase in response
Sharbal should say 'ouch' when hit by an object with certain velocity

Not yet functional
Error found: when duck flies inside sharbal's sensor, a new phrase is
generated, which shouldn't happen
Cancel old respond task if a new response is reqeusted

So that when duck quacks a lot, there won't be a ton of responses. Just
one.

Commented out speech when duck enters sensor because it might not be
necessary.
Fix Sharbal sensing being hit

Needed to use contactee instead of entityFixture
Both objects in contact are technically contactees and entityFixtures,
this is confusing!
Use actual sharbal image
Properly position Sharbal

The only issues that appear to remain are:
1. Sharbal is not rendered on top of other entities, so text is
sometimes unreadable
2. When sharbal detects getting hit, often it is detected multiple times
and multiple "ouch" messages are made