Fleshed out killKoopa, killReplace

Fixes #78.
Fix for smart Koopa, shell sprites in Underworld

Fixes #76.
movePlayerVine fixed for attached solid transport

The standard was changed from "entrance" to "transport" a while ago to
clear up semantic ambiguities.

Fixes #95.
Animated cloud world entrance

mapEntranceVine, mapEntranceVinePlayer, animatePlayerOffVine.

InputWriter also has callEvent externalized, so you can do things like
InputWriter.callEvent("onkeydown", "right").

Fixes #84.
Fix for cloud worlds killing on exit

There was a discrepancy between "exit" and "exitloc" ("exit" is
preferred), and a discrepency between MapScreener.exit and
MapsHandler.getArea().exit (the latter is preferred).

Fixes #85.
Fix for single-piped warp worlds

output[0] was no longer the Pipe (it was the CustomText welcomer): now,
the Pipe, Piranha, and label text are moved correctly.
Fix for 5-4 platforms not having a string.

Added a PlatformString Thing, which only has a non-00 sprite in Castle
areas.

Fixes #101. According to Twitter, it's time to take a sip.
Implemented NumberMakr.randomBoolean

Also a fix for drawing Things of height or width < 1.

Fixes #102.
Fix for 8-3 scenery

No more floating stuffs: the last couple repeats are now done manually.
Fix for castleLarge door colliders

They exist now.

Fixes #81.
Implemented Lakitu disabling

Used at ends of levels that have Lakitus. macroLakituStop,
moveLakituFleeing.

Fixes #93. Fixes #94.
Properly used ScrollEnabler, ScrollBlocker in 4-2

Yup, those already exist.

Fixes #92.
Fix for CastleSmall fireworks, flags

Flags are correctly behind the castle and positioned relative to the
collider (not to the ever-resizing player). CastleLarge seems to work
too. Ha.

Fixes #72.
Fix for Earthquake mod displacing player

Only move player by the dy if it's negative (upward).

Fixes #74.
Fix for SpriteMultiples being processed twice

Pipe sprites were coming out stretched because two calls to
processSpriteMultiple in PixelRendr were being sent (one for the
Overworld key, one for Underworld). A simple .processed flag is now in
SpriteMultiples to fix this.

Fixes #43.
Fix for crouching/jumping switching

It's more complicated than what was initially expected... Seems to be
fixed.

Fixes #97.
Added PlatformGenerators to 2-4

Fixes #88.
Added solidTrunk option to macroTree

For situations like in the beginning of 1-3, it's helpful to have the
trunk as a nocollide solid, in front of clouds.

Fixes #77.
Fix for Vine topheights

There was a gap.
Fix for 8-4 platforms

In addition to macroSectionBefore and macroSectionAfter not increasing
.begin when sliding is true , some had .start instead of .begin. Both
fixed.

Fixes #79.