[FA]{other} I11 - Player Sprite

Closes #11

Replaced player sprite. Changed size to 64x64.
[FA]{other} i9 - Tiles

#9

Changed tiles size to 64. Updated maps and entity collision detection
accordingly.

Tiles themselves are not finished yet.
[FA]{other} i9 - Tiles

Closes #9

Improved tileset.
[FA]{bugfix} Player sprite

Fixed small alpha channel oversight
[VA] {other} I13 input handling I7 hud setup

input handling on android via buttons; closes #13
changed hud layout #7
[VA] {refactoring} I7

#7 increased button height for movement buttons; cell width set to 1/8th
of screen window width
[VA] {test before code} I15 simple enemy

#15 simple enemy: testing simple movement beforce code
[va] {test after code} I15 simple enemy: movement

#15 simple enemy movement, test after code
[VA] {test before code} I15 hit detection

testing simple  hit detection #15
[VA] {test after code} I15 hit detection

simple hit detection tested #15
[VA] {other} I15 added 1 enemy to game

#15 added 1 enemy to test hit detection and movement ingame
Merge remote-tracking branch 'origin/fadler_dev' into vadler_dev
[VA] {other} I7 hud setup

added exit button on hud
back button now switches back to main menu while ingame  #7
[VA] {refactoring} updated map and MapManagement

added a new map layer: waypoints (for enemy AI)
MapManagement methods overloading to support multiple layers
[VA] {test before code} I15 EnemyManagement

#15 added a EnemyManagement class; first test: set up enemies
[VA] {test after code} I15 EnemyManagement

#15 enemy management: enemies setup after code
[VA] {refactoring} I15 EnemyManagement

#15 improved test cases for enemy management
[VA] {test before code} I15 EnemyManagement

#15 added unit test for enemy movement
[VA] {test after code} I15 EnemyManagement

#15 enemy movement test, not functional.
[VA] {other} I15 added a few enemies

#15 added a few enemies to the map, not moving.