       fn(ent) if ent? && ent.solid
 
 
-  # Internal: Loop over solid neighbor entities and determine whether or not a collision occurs
-  # based on a check function. Makes detection more generic.
+  # Internal: Loop over solid neighbor entities and determine
+  # whether or not a collision occurs based on a check function.
   # Returns Boolean
   anyCollisions: (fn) ->
     collision = false

  toString: -> "<#{@class()} position={ x: #{@position.x}, y: #{@position.y}}>"


  # Internal: Apply gravitational effects any directional changes each frame, and resolve any
  # resulting collisions (ex running into a wall)
  #
  # You should add custom functionality to this method in derived classes
  # to update your game entities.

  #
  #   scene    - The Kona.Scene instance that this entity belongs to (Usually set automatically)
  #
  #   solid    - Boolean indicating whether or not this entity is solid (Default: true)
  #
  #   gravity  - Boolean indicating whether or not this entity is subject to gravity. (Default: true)
  #
