Fixed Blooper animations

It looks like .nocollidesolid isn't working? Bloopers are otherwise
working as before.
Partially fixed 2-2

It "compiles" so to speak, but paddling is still broken.

Also, TImeHandler had a naming discrepancy between "Sprite" and "Class"
actions, so they've all been set to "Class" now.
Added CheepCheeps
Fix for slightly too large header height

It was 49px before but 54px now. No.
"Infinity" allowed as prething / thing height

thingProcess now allows for thing height to be "Infinity", so things can
have their heights set as that in macros and, more importantly, map
JSON. Oovah.
Renamed .onadding, improved .outerok

.onadding is now .onThingAdd to better reflect naming conventions.

.outerok is now irrelevant for objects too far to the left of the
window. This is good for characters like CastleFireBall that will just
forever be in characters.
Started 2-3, CastleFireball spawning

It looks like nocollidechar will have to work.
Implemented nocollidechar, nocollidesolid

Shockingly simple to do that.
Added setMid, setMidObj

These are complements to setMidX/Y and setMidX/YObj.
Fixed EightBittr.setMidX(), GamesRunnr.step()

setMidX() was referencing left instead of width, leading to wildly
increasing measurements.

step() was still referencing the global pause() and unpause().
Implemented CastleFIreballs

CastleBlocks now spawn and spin fireballs.
Created Podoboos, 2-4

There's now a bool member variable set for Things, flipHoriz and
flipVert, for checking flip status.