old_contents: /**
   * Player Entity
   */
  game.PlayerEntity = me.Entity.extend({
  
      /**
       * constructor
       */
      init:function (x, y, settings) {
          // call the constructor
          this._super(me.Entity, 'init', [x, y , settings]);
  
          this.body.gravity = 0
          this.body.setVelocity(10, 10);
  
          // viewport follows our position
          me.game.viewport.follow(this.pos, me.game.viewport.AXIS.BOTH);
          // update even when outside of the viewport
          this.alwaysUpdate = true;
      },
  
      /**
       * update the entity
       */
      update : function (dt) {
  
          if(me.input.isKeyPressed('left')) {
              console.log("left"); // TODO remove-me
              this.body.vel.x -= this.body.accel.x * me.timer.tick;
          } else if(me.input.isKeyPressed('right')) {
              console.log("right"); // TODO remove-me
              this.body.vel.x += this.body.accel.x * me.timer.tick;
          } else if(me.input.isKeyPressed('up')) {
              console.log("up"); // TODO remove-me
              this.body.vel.y -= this.body.accel.y * me.timer.tick;
          } else if(me.input.isKeyPressed('down')) {
              console.log("down"); // TODO remove-me
              this.body.vel.y += this.body.accel.y * me.timer.tick;
          }
  
          // TODO increment velocity
  
          // apply physics to the body (this moves the entity)
          this.body.update(dt);
  
          // handle collisions against other shapes
          me.collision.check(this);
  
          // return true if we moved or if the renderable was updated
          return (this._super(me.Entity, 'update', [dt]) || this.body.vel.x !== 0 || this.body.vel.y !== 0);
      },
  
     /**
       * colision handler
       * (called when colliding with other objects)
       */
      onCollision : function (response, other) {
          // Make all other objects solid
          return true;
      }
  });
  
new_contents: /**
   * Player Entity
   */
  game.PlayerEntity = me.Entity.extend({
  
      /**
       * constructor
       */
      init:function (x, y, settings) {
          // call the constructor
          this._super(me.Entity, 'init', [x, y , settings]);
  
          this.body.gravity = 0
          this.body.setVelocity(5, 1);
  
          // viewport follows our position
          me.game.viewport.follow(this.pos, me.game.viewport.AXIS.BOTH);
          // update even when outside of the viewport
          this.alwaysUpdate = true;
      },
  
      /**
       * update the entity
       */
      update : function (dt) {
  
          if(me.input.isKeyPressed('left')) {
              console.log("left"); // TODO remove-me
              this.body.vel.x -= this.body.accel.x * me.timer.tick;
          } else if(me.input.isKeyPressed('right')) {
              console.log("right"); // TODO remove-me
              this.body.vel.x += this.body.accel.x * me.timer.tick;
          } else if(me.input.isKeyPressed('up')) {
              console.log("up"); // TODO remove-me
              this.body.vel.y -= this.body.accel.y * me.timer.tick;
          } else if(me.input.isKeyPressed('down')) {
              console.log("down"); // TODO remove-me
              this.body.vel.y += this.body.accel.y * me.timer.tick;
          }
  
          // TODO increment velocity
  
          // apply physics to the body (this moves the entity)
          this.body.update(dt);
  
          // handle collisions against other shapes
          me.collision.check(this);
  
          // return true if we moved or if the renderable was updated
          return (this._super(me.Entity, 'update', [dt]) || this.body.vel.x !== 0 || this.body.vel.y !== 0);
      },
  
     /**
       * colision handler
       * (called when colliding with other objects)
       */
      onCollision : function (response, other) {
          // Make all other objects solid
          return true;
      }
  });
  
subject: Update player default velocity