game.PlayerEntity = me.Entity.extend({

	init: function(x, y, settings){
			// 
			this._super(me.Entity,  'init', [x, y, {
				image: "player",
				// Image has a width of 64
				width: 64,
				// Images has a height of 64
				height:64,
				// These Two are passing the main information
				spritewidth:"64",
				spriteheight:"64",
				// Returns a new shape, a rectangle. What the little guy could walk into.
				// Turned it into a polygon with .toPolygon
				getShape: function(){
					return(new me.Rect(0, 0, 64, 64)) .toPolygon();
				}
			}]);

			// Player's location
			this.body.setVelocity(5, 20);
	},

	// Delta is the change in time that's happened
	update: function(delta){
		if(me.input.isKeyPressed("right")){
			// adds to the position of my x by the velocity defined above in me.time.tick
			// me.timer.tick makes the movement look smooth
			this.body.vel.x += this.body.accel.x * me.timer.tick;
		}else{
			this.body.vel.x = 0;
		}
		

		// Tells it to all work
		this.body.update(delta);
		return true;

	}
});
game.PlayerEntity = me.Entity.extend({

	init: function(x, y, settings){
			// 
			this._super(me.Entity,  'init', [x, y, {
				image: "player",
				// Image has a width of 64
				width: 64,
				// Images has a height of 64
				height:64,
				// These Two are passing the main information
				spritewidth:"64",
				spriteheight:"64",
				// Returns a new shape, a rectangle. What the little guy could walk into.
				// Turned it into a polygon with .toPolygon
				getShape: function(){
					return(new me.Rect(0, 0, 64, 64)) .toPolygon();
				}
			}]);

			// Player's location
			this.body.setVelocity(5, 20);

			this.renderable.addAnimation("idle", [78]);
			this.renderable.addAnimation("walk", [117,118,119,120,121,123,124,125],80);

			
	},

	// Delta is the change in time that's happened
	update: function(delta){
		if(me.input.isKeyPressed("right")){
			// adds to the position of my x by the velocity defined above in me.time.tick
			// me.timer.tick makes the movement look smooth
			this.body.vel.x += this.body.accel.x * me.timer.tick;
		}else{
			this.body.vel.x = 0;
		}
		

		// Tells it to all work
		this.body.update(delta);
		return true;

	}
});
Test Commit