         if jumpReleased
             @controllingJump = false
         if me.input.isKeyPressed('jump') 
-            @jump(-5)
+            @jump(-4)
         @handleJump()
         jumpReleased = false
         @baseUpdate(dt)

        return wouldCollide(@, 0, Math.max(1, @body.vel.y), me.collision.types.WORLD_SHAPE, -8)

    handleJump: () ->
        if @controllingJump and @body.jumping and @body.vel.y < 0
            @body.vel.y -= 1

    jump: (amount, forceJump = false) ->
        if forceJump or @hasFloorBelow()
            @body.vel.y = amount
            # set the jumping flag
            @body.jumping = true
        @controllingJump = not forceJump
    tryMakeBlock: (dx) ->
        [x, y] = [@getRx(), @getRy()]
        x += dx

        @renderable.addAnimation('stand', [0])
        @renderable.setCurrentAnimation('stand')
        @firstUpdate = true
        @jumpTimer = 0
        @baseInit()

    hasFloorBelow: () -> 
