Fixed improper argument proliferate in WorldSeedr

Fixes #27. Turns out the valid { "x": #, "y": # } were being overriden
in a proliferate of command.arguments. The proliferate call should have
been given no_override = true.
Fix for Beetles in random maps falling

The generator seems to be unhappy with the rounding.
Made more logical constructor chaining

Because prototypal inheritance is poopy (you can't override constructors
because they *are* the class definitions), the reset calls aren't
actually done in function GameStartr or function EightBittr: they're
kept as prototype members. This means all reset functions (self.reset,
self.resetObjectMaker, etc.) are members of GameStartr and called by
function FullScreenMario.
Added option for EightBittr.resetTimed

It collects the performance.now() difference of each reset function.
Surprise surprise, only two are > 10ms, and only resetPixelRender is in
the hundreds.
Added framrateSkip option to PixelDrawr

Backend work for #48.
Added FPS option in options ui

Also changed font for that to Press Start. Seems nicer.

Fixes #48.
Fix for AudioPlayer playing nothing on death

Lol. Fixes #55.
StatsHoldr triggers and AudioPlayr playThemePrefix

The two work together for the 100-time trigger. Fixes #54.
Added some OOP to StatsHoldr

It's still pretty messy on the inside, but it's getting there. :)
Fix for map grid UIs not activating on click
Fix: ObjectMakr.getPropertiesFull return value

..it was returning properties, not properties_full.
Moved settings/inputs.js functions to FSM prototype

It makes more sense that way.
Got wrapper UI to do file uploads to LevelEditr

LevelEditr doesn't do it yet, but this is a partial completion of #37.
Got click and drag&drop uploads for LevelEditr
Added a bunch of ModAttacher.fireEvent calls
Added Earthquake & Bouncy Bounce mods

These discovered some physics glitches, which will have to be fixed...
later.
Added authors to mods

Just in case.
Added simple text printing.

The CustomText object contains an Array of Objects that contain a string
.text and optional Number .offset (from the left). The prototype defines
horizontalSpacing, verticalSpacing, and verticalSpacingBlank. The
letters are printed in horizontal order based on the "textA" - "textZ"
sprites, with "textSpace", "textPeriod", and "textExclamationMark".

Fixes #40.
Added support for collections in Areas.

That was way too easy. Fixes #49.
Got castle cutscreen text to work...

...theoretically. Glitches with 8-4 prevent it from being tested so that
part's not done.