Disable GL10 for now
add .project for eclipse
Use .xml config for character placement in levels

Pirate character is still hard-coded. Other characters in a alevel (cars,
bandits, treasure chest, starfish) are controlled by a config .xml file, see
streetpirates-level1-placement.xml
Use .xml for route description of cars

Also add hero (pirate) to xml config
Add "extra" xml attribute to fix bug of non-existent second texture

bandits have a second pirateflag texture that didn't exist in the config .xml
file. This is now available by specifying an "extra" xml attribute for a
secondary texture.

Also add getNumberFrameSeries() to double check that more than a single texture
exists. Otherwise a faulty config file can crash the renderer by trying to
access a non-existent texture.
Save starting position from .xml config into character class

This makes it easy to reset characters to initial positioning
initial commit of level2 tile files
Adding levels 2 and 3
refactoring for supporting multiple levels (buggy, work in progress)
add placement files for levels 2 and 3
assets: renamed city map to assets/streetpirates-city1.tmx
assets: Add scaled level images for level selection
Cleanups and changes

Moving some listeners to startup.
Some changes in level design and actor placement (levels 2 and 3).
GOTO_MENU doesn't work for now, all level failures return to menu (GOTO_MENU)
editing level 2 and 3
libgdx: replace obsolete GL10 with GL20
changing level 2 designa and actor placement
Allow for multiple treasures/goals.

Level is complete only if all treasures are acquired.
There is currently a problem where placing a starfish on an existing route (i.e.
backtracking or making circle-routes) doe not work - maybe because of the
foottrail - not sure. As a temporary workaround, change level 3 to work without
a backtrack / loop of the hero route.
Add pavement corners to allowed tiles.

Different city tiledmap seem to have different tile ids, although they use same
source image/atlas for the tiled textures... strange.

Also some changes to placement. A minor (?) bug fix in illegal_tile for cars.
Character: Fixed some car-related bugs

- a bug in car collision would make one of the cars freeze forever (inAutoRoute
  was not properly reset)

- when a car is on a pedwalk, and hero approaches, hell breaks loose. Works a
  bit better now, but still there are accidental kills. Also car is now not
  frozen after these emergency moves.

- made hero slightly slower and cars a bit faster... cheating for now.
Make guarding streets a bit better

Guarding cars are faster. Hero moves a bit slower on streets. Also add "guard"
attrobute for .xml placement file. A car can be made into a guarding/agressive
car with guard="nonemptystring"

Other fixes:

- Also fixed layers for maps/cities.
- Starfish now disappear when hero finds them in the city.
- Render generic layer numbers, not only 1 or 2 layers.