Basic Variables - Found in GameCore.h

WINDOW_WIDTH - The width of the window to be displayed, you can change this to anything
that you monitor can display.

WINDOW_HEIGHT - The height of the window to be displayed, you can change this to anything
that you monitor can display.

NUM_BUFFER - The buffer of back buffer that that program will keep.

REFRESH_RATE - The rate at which the window will refresh in full screen mode.  If running
in windowed mode this should be changed to whatever the monitor is currently running at
so that the Timing class is happy.


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Basic Variables - Found in GameEngine.h

lockRefresh - Should the refresh rate lock be capped at the REFRESH_RATE.  You can change
this off the start of changing during runtime by pressing 'L' to lock it and 'U' to unlock  
it.

frameInfoOn - Should the information about the frame be displayed on the screen, including
the FPS and change in mouse position.  You can set this off the start as well as toggling it
during runtime by pressing 'F'

appTitle - A string that will be the application title, you may set it to anything you like.

windowTitle - A string that will be the window title, you may set it to anything you like.
GameDX MyGameDX( bool ) - Creates a new directx object, the boolean being passed is if you
want to run in windowed mode or not.


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Map Variables - Found in the Map Folder (Default Map file is x.txt)

First 2 Lines - The over all size of the map.  First line is the X size the second is the Y
size.  You can increase these numbers up to 3 digits in length (1-999).

Next come any number of monsters in the following format:
M
xPos yPos type  - xPos and yPos are the tile you want the monster to start on.  The type
is a single character that is put through a switch in the monster class.  It decideds
the stats, including graphic, of the monster.

Next 2 Lines - The starting position of the character.  The map that is shown on the screen
is the map directly around the character.  To change where the map loads changes these
two numbers.  They can go up to the size of the map.

Rest of the Map - The rest of the map consists of single character that represent a single
tile of the map.  They are as follows:
D - Dirt
G - Grass
T - Tree
S - Sand
B - Bridge
W - Water
If the size of the map given in the first 2 lines is greater than the number of characters
in the file on that line than the empty spaces will be filled in with water.


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Map Variables - Found in TileMap.cpp

tWater1, tBridge1, etc... - The images that are displayed for each tile are found in 
TileMap.cpp.  The are setup in the function LoadTextures().  You can change which images
are loaded by changing the path names in this functions.  The default images are found at
/TileMap/Tiles/


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Files, Screen Text, and Input Commands - Found in GameEngine.cpp

Loading Image - The loading image can be found in the function LoadStart.  The default
loading image is found at /Loading.bmp.

Custom Font - The font image file is found in the function LoadStart.  The default font
image file is found at FontEngine/Alphabet_Small.bmp.  If it is changed the character
width and height parameters being passed to LoadAlphabet may need to be changed as well.

Player Image - The image file for the player can be found in LoadStart.  The default player
image file is found at Player/Images/player.dds.

Map File - The file loaded in for the map can be found in LoadStart.  The default map file
is found at Maps/x.txt.

Screen Text - All the screen text can be found in PrintFrameInfo.  Each string is created and
then passed to PrintString in FontEngine.  You can change the strings here if you wish to
change the on screen text.

Input Commands - All the input is handled in ProcessGeneralInput.  Here the function
ProcessKBInput takes in a DirectInput keyboard scan code, these can be found in dinput.h.
If you wish to change which key does what you simple look up the key in dinput.h and put
in the correct scan code.

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Monster Stats and Files - Found in Monster.cpp

All of the monster stats and graphics are defined in a switch statment in the CreateMonster
function.  The character that defines each case is the character used to define the monster
type inside the map file.  The monsters speed, maxHP, currentHP, strength, aggroRad, as well
as the file where the graphics are found can all be changed for each type of monster.  New
monster types can all be added here.
