Sprite animations now work in tagGame.

Here's what I did:
- Created a new class, tgPlayerCharacterRenderer which instead of drawing a circle and an arrow draws an image based on a loaded image (the sprite sheet) and the state of the thCharacter that it is rendering.
- Changed tgCharacter to have an idea of what sprite state it is in. The currAnim variable represents which row in the sprite sheet and the currFrame represents which frame in the animation we should be on.
- Added an updateSprite(tgCharacter) function which decides which animation and frame should be playing.

These animations are now supported:
- Run N, NW, W, SW, S, SE, E, NE and tagged.
- From here on it will be trivial to put other animations in.

Problems:
- I don't know how to draw using openGL and SDL_BlitSurface. It is either one or the other. Does someone else know?
- The y corrdinates are reversed depending on if I am dawing using the openGL (the circles and arrows) or SDL_BlitSurface (the Mario pics).

Download Source
Watch Cruddy Video