Added a new class further separating GameWindow from drawing: a
StandardSurface which handles creating buffered and volatile images.
Currently the system always uses hardware acceleration. If this becomes
an issue later code may be able to easily fall back to BufferedImage.
Fullscreen is working...ish. no way to change setting of fullscreen vs
windowed without recompiling. Rewrite of rendering engine is causing a
very... interesting graphical glitch involving collapsible tiles just
going psycho and transforming into other tiles.
Graphical issues caused by having a most likely improperly formatted
BufferedImage that acted as a middle-man for painting. Now universe
paints directly to Graphics device using graphics translations to align
UI and game window.

Fixed a bug where blue keys could not be collected.
Fullscreen can be toggled on and off, but not pushing this to master.
Going into fullscreen sometimes causes flickering between main menu and
game. Additionally, going out of fullscreen both causes the main menu to
act weird, and prevent the game from being played again.