Internal Changelog:
- Major change: all engine that does counting uses delta time instead of
frame counting
- Animation runs at 24 FPS
- Water fill is at a constant rate as well
- Particle update will need to be given delta time as well.
- Particle system is not updated to use float, so no delta time handling
for the system in this commit
Position is so commonly used that placing it into Entity from the
CTransform components reduces the reference to CTransform.
Void Particle proved that it made development much easier.
Changelog:
- Move sprite to emitter itself to allow better reusing emitter config
- Dedicate a function for destroying entity. This is helpful for dealing
with events that only occurs during entity destruction