CatGame

Written with reference from replicaisland open source 2d game https://code.google.com/p/replicaisland/
And some tutorials

ToDo Log:

**Make gravity, ground, and hard surfaces

**Make whitespaces of images transparent

**More robust way of placing objects
Currently, we place objects in the screen by using a getHeight/Width call and subtracting half of the height/width of the sprite, because the onDraw method draws the CENTER of the sprite at the position we pass into the method. This means that we need to know the parameters of the sprite every time we draw it. Possible fix would be to implement a method that finds the height/width of the sprite. 

**Figure out a better way to share code
I cant use github at work

**Figure out how to create a scrolling environment
Also, be able to implement the ability to drag and scroll across the screen.

**Possibly move to openGL or a physics engine?
I think openGL may be a good idea, idk about physics engine.



Implementation Log:

**Temporary fix for Height/width problem (8/7/13) ~eric
Quick fix for getting correct getHeight() and getWidth() results. Originally, these were called in instantiating objects (cat, table, etc). I now hard coded height/width into the MainGAmePanel.
Future implementation possibilities;
	1. Create the objects some other time, perhaps in a dedicated function that creates shit (rather than in the beginning of MainGamePanel before the view is instantiated)
	2. Remove the position parameters of the constructor, and have another method that instantiates the position that we can call later

**Fix screen rotation 
Currently, hitting leftctrl+f12 flips screen in the emulator, but causes a fatal error when the app tries to draw the canvas again (in the render method of MainGamePanel). This may be because flipping screen creates a new activity, so we might have to do some shit in onpause
	Temp solution: Locked app to landscape mode only
	

