Abstract out basics of panels and frames to make them reusable
Tons of stuff redone, few broken features here and there now

Redid the entire rendering and collision code of the bricks manager.
Makes it a whole lot cleaner to read as well as structurally faster.
Collision is slightly broken now sadly, or at least rendering is.  One
of the two.

Character is now positioned by their base instead of top.

Core game panel is now located in Revert while refactored
GamePanel/GameFrame stay in KGP
Redo how parallax backgrounds are done

Now uses AffineTranforms
Draw logic is clearer
Updating is simplier to do
Add ribbon scaling when larger than frame

Allows ribbons larger in height than the frame to adjust themselves
while maintaining their aspect ratio
Fix period.

Didn't realize the game cycle loop relied on it
Abstact out a lot of the brick handling
Add new backgrounds and character

Drew up some new parallax backgrounds and our main character Royer.
Royer still needs attack animations.  Once he's done, then enemies and
fx will be drawn up.  He'll also have an idle animation eventually.

Simple sprite flipping has been implemented so I don't have to make so
many sprite assets.
Add Parallax Foreground

Allow parallax background setting to be flexible so we can have multiple
ones.  We can now have a parallax scrolling background and foreground
Fix vertical collision detection
Simplify some of the game state tracking by using an enum
Add generic class that's an adapter for Keys and Mouse input
Refactor game control.  Add mouse tracked crosshair.  Add attack mode

Also add sprites that were forgotten in a previous commit.