Added default case, print difficulty on change

Added a default case to makeMove(), since it’s kind of good programming
practice to do so. Also throws errors on some compilers.

setDifficulty() now prints the difficulty set so for testing purposes
Removed whitespace

I removed a line of whitespace. Totally worth committing
Created the Difficulty Selection View

This view is for selecting the difficulty of the AI or to play with a
friend/actor (be it a human, dog, alien, idc)

It contains 4 buttons for the 3 difficulties, and 1 for selecting an
actor. The buttons are arranged in a square pattern. Each button calls
TheForce.selectDifficulty() when pressed with a variable passed to set
the difficulty of the AI or disable the AI then hide the difficulty
selection view.
Created the "who goes first" view

Created the “who goes first” view.

This view prompts the user to select which player should go first. It
displays a blue stone with the name of the user or “Guest”, and a red
stone with name “Player 2”. The stones then call
TheForce.whoGoesFirst() passing the value of the player selected, which
will set the player and hide the “who goes first” view.
Removed onAccepted action from username textbox

Removed the onAccepted action from the username textbox, forcing the
user to choose one of the buttons below.
Moved AI call, boardReset, added views

I’ve moved the AI call to theForce.js and named it aiMove() so that it
can be called from outside the component.

I’ve moved boardReset() so that functions outside of main can access
it, and for organizational purposes

I’ve added instances the Difficulty Selection and “who goes first” view
objects so they can be shown and accessed

I’ve also set a minimum size constraint for the window
Added DifficultyMenu.qml, theForce.js, GoFirst.qml
The force is strong with this project

This is really just a temporary js “class” to hold all of our JS
functions for the time being. I’ve moved most of the existing JS
functions to here.

Man I love calling the force.