         @spriteImg = Leo.sprite.getImg @spritesheet
 
 
-    draw: ->
+    draw: -> # Actor::draw
         frame = @animations[@animName].frames[@animFrame]
         _frameBufferCtx.drawImage @spriteImg,
             frame[0], # Source x

                @parent.direction = 1


    update: (cycleLengthMs) ->



Leo.PlayerStateGround =
class PlayerStateGround extends PlayerState

    constructor: (data) ->
        super(data)


    handleInput: (e) ->
        super(e)
        key = Leo.util.KEY_CODES


        return


    getTile: (chunkX, tileX, tileY) -> # Layer::getTile
        chunk = @chunks[chunkX]
        x = tileX - chunk.tileOffsetX
        y = (tileY - chunk.tileOffsetY) * 2
