     xVelocity: 0
     yVelocity: 0
 
-    accelerationStep: 0.2
-    accelerationCap: 5
+    accelerationStep: 30
+    accelerationCap: 7
 
     hitBox: null
 

            @xVelocity = @accelerationCap

    update: (elapsedTime, inputState) ->
        if inputState.right
            @accelerateRight()

        else if inputState.left
            @accelerateLeft()

        else
            @player.slow()

        @hitBox.position.x += @xVelocity


        stage.addChild @hitBox

    accelerateRight: (timeRatio) ->
        @xVelocity += @accelerationStep * timeRatio
        @capVelocity()

    accelerateLeft: (timeRatio) ->
        @xVelocity -= @accelerationStep * timeRatio
        @capVelocity()

    slow: (timeRatio) ->
        if @xVelocity < 0
            @xVelocity += @accelerationStep * timeRatio
            if @xVelocity > 0
                @xVelocity = 0

        else if @xVelocity > 0
            @xVelocity -= @accelerationStep * timeRatio
            if @xVelocity < 0
                @xVelocity = 0

