Now that we have isPaddle and isBall there is no need for a PhysicsOptions temporary.
Damn typo.
The keyboard controlled paddle needs more speed!
Added a function to use as a one liner to check collisions with just paddles.

It will be useful later.
stepObject is now two overloads of moveObject.

One takes a diff to move the object, the other finds the diff based on
the physics type of the object, then passes that information to the
other overload to do the actual calculation.
Added better paddle collision handling.

It now attempts to maneuver around the blockage.