Switch scenes smoothly.
1. Replace TitleLoginScene .h/.cpp with TitleLoginLayer .h/.cpp
2. Replace TrademarkScene .h/.cpp with TrademarkLayer .h/.cpp
3. Add a new class of SceneManager to manage scenes by using goXXXX() functions.
Produce the map and towers.
1. At start screen should click to switch main map. (However it is totally 2D.)
2. Colud build a tower on the map and show defense ranges of all towers. (But wasn't beautiful.)
3. Arrange classes folder. Split them into several subfolders according to their function in the game.
4. Please use class "HUDLayer" to show messages on the screen.
Change LoginTitleLayer.cpp
1. modify z-coordinate of infoLayer from 1 to 0.
Could drag the whole map.
1. Now the map changes large.
2. Resolve the bug when a cursor go outside the map. But sadly, not perfect, so is still underconstruction.
Could slide screen when trying to establish a building.
1. Use a schedule to refresh the screen.
2. Prevent a cursor from an error which is beyond the map.
3. At the maplayer, could press 'R' to return the title screen, 'W' to return the trademark screen.
2D series of the tilemap are all done!
1. Fix all bugs I observed.
Write a parser to transform a map.
1. could translate specific format .txt file into .tmx tilemap in XML language.
Could bulid 4 types of building on a 2.5D map which contains only single layer.
1. Just like as a 2D map, now the viewport changes into 2.5D.
2. The bottom bar possessed 1 type of building before. Now it has 4 types.
Graph isomorphism complete for all 1*1 sprites.
1. Could put 1*1 everywhere vaid in a map.
2. Don't occur conflicts of view in the viewport.
The main visualization functions in a 2.5D map are all done.
1. Could put m*n components on every valid tiles.
2. If the heights of terrains which components want to put don't be consistent, then fail for building.
Could use GIS file as a map.
1. Parse .grd into .sql. Connect the server to upload data.
2. Parse .sql into .tmx. Connect the server to download data.
3. Final .tmx runs. Surely when data become large, the performance becomes slower.
Write resource manager to load materials. Split each maplayer into two tilelayers.
1. Could load resource automatically, besides also check the filepath.
2. A maplayer contains two tilelayers. One is used to put components, the other one set mark tips.
Now can see 16*10 grids at a time instead of 10*8 grids.
1. Redraw the resoures.
2. Some parameters about the size of tile are changed.
commit for new branch
Modify project for compatibility iOS.
The zoom function completed.
1. Temporarily use x-coord to identify which submap should enter in.
2. In the world map, just click and then will enter in submap.
3. In the submap, just press 'M' and then will be back.
Try to use/modify this commit to run in iOS.
Re-commit for compatible with iOS build
Re-commit. Could run in Win32.
Merge branch 'v0.1.2_iOS' into v0.1.2

Conflicts:
	Classes/HUDLayer.cpp
	Classes/LoginTitleLayer.cpp
	Classes/MapLayer.cpp
	Classes/SceneManager.cpp