             @xVelocity = @xAccelerationCap
 
     updatePosition: (timeRatio) ->
-        @hitBox.position.x += @xVelocity * timeRatio
-        @hitBox.position.y -= @yVelocity * timeRatio
+        @xPosition += @xVelocity * timeRatio
+        @yPosition -= @yVelocity * timeRatio
+
+    updateSprite: ->
+        @hitBox.position.x = @xPosition - @xOffset
+        @hitBox.position.y = @yPosition - @yOffset
 
     checkFloorCollision: (timeRatio) ->
-        y = @hitBox.position.y
+        y = @yPosition
         yStep = y - @yVelocity * timeRatio
-        console.log y, yStep
+        platformHeight = 500 - @hitBoxHeight
 
-        if y < 0 and yStep >= 0
+        if y < platformHeight and yStep >= platformHeight
             @jumping = false
             @yVelocity = 0
-            @hitBox.position.y = 0
+            @yPosition = platformHeight

    jumpToPosition: (position) ->
        @xPosition = position.x
        @yPosition = position.y - @hitBoxHeight

    addToStage: (stage) ->
        @hitBox = new PIXI.Graphics()
        @hitBox.beginFill 0xFF0000
        @hitBox.drawRect @xPosition, @yPosition, @hitBoxWidth, @hitBoxHeight

        stage.addChild @hitBox

    update: (elapsedTime, inputState) ->

    # These represent the upper left corner of the hit box
    xPosition: 0
    yPosition: 0

    # The offset of the box's origin point from the stage's origin point
    xOffset: 0
    yOffset: 0

    xVelocity: 0
    yVelocity: 0
