         @playSfx('jump')
 
       # point the man+arm in direction of mouse
-      animation_name2 = negate + animation_name
-      if @sprite_man.animation isnt animation_name2
-        @sprite_man.setAnimation animation_name2
+      if @sprite_man.animation isnt animation_name
+        @sprite_man.setAnimation animation_name
+      if negate then @sprite_man.scale.x = -1
 
       # selecting a different gun
       if @control_state[Control.SwitchToGrapple] and @equipped_gun isnt Control.SwitchToGrapple


      if @control_state[Control.MoveUp] and grounded
        animation_name = "jump"
        @sprite_man.setAnimation(negate + animation_name)
        @man.body.velocity.y = 100
        @man.body.applyImpulse(new Vec2d(0, 2000), new Vec2d(0, 0))
        # apply a reverse force upon the atom we jumped from

          if @man.body.velocity.x < move_boost and @man.body.velocity.x > 0
            @man.body.velocity.x = move_boost

      negate = @mouse_pos.x < @man.body.position.x
      # jumping
      if grounded
        if move_left or move_right
