   animate: =>
     character = character_set.characters[ @first_frame + @frame]
     if character
-      @canvas.getContext('2d').drawImage character.internal_canvas, 0, 0, @canvas.width, @canvas.height
+      @canvas.getContext('2d').drawImage  character.internal_canvas, 0, 0, @canvas.width, @canvas.height
       @frame += 1
       @frame = 0 if @frames_to_play <= @frame
 


  constructor: ->
    # Create the <canvas>, which depends upon the "scale" setting
    @canvas = elm 'canvas', width:8*scale, height:8*scale
    $('#animation_section').append @canvas
    # When the "Frames" field is changed..
    @frames_field = $ '#animation_section input'


# PLAN:
# - Reduce clutter: Remove Upload, Download and hires/muco mode selection UI since don't need it all the time
# - Upload an image and show it behind the sprite frame ( allows hand-drawn sprites to be scanned and used as background similar to Blender)
# - In Sprite mode, could use the last ( unused) byte of each 64-byte block to store the changeable color
# + indicate visually on the charset grid which character is selected
# - mirror, flip
