 }
 
 void drawPlayer() {
+    position_t drawPlayerX = playerX - levelPosition;
     if (jumping) {
-        arduboy.drawBitmap(playerX - levelPosition, playerY - 10, SPRITE(attolass_jump), BLACK);
+        arduboy.drawBitmap(drawPlayerX, playerY - 10, SPRITE(attolass_jump), BLACK);
+    }
+    else if (!moving) {
+        arduboy.drawBitmap(drawPlayerX, playerY, SPRITE(attolass_stand), BLACK);
+    }
+    else if ((frame % 6) < 3) {
+        arduboy.drawBitmap(drawPlayerX, playerY, SPRITE(attolass_walk_1), BLACK);
     }
     else {
-        arduboy.drawBitmap(playerX - levelPosition, playerY, SPRITE(attolass_stand), BLACK);
+        arduboy.drawBitmap(drawPlayerX, playerY, SPRITE(attolass_walk_2), BLACK);
     }
 }
 

        if (playerX > 0) {
            playerX--;
        }
        // TODO: Update level pointer and sectionOffset
    }
    if (arduboy.pressed(RIGHT_BUTTON)) {
        playerX++;
        if (playerX >= PLAYER_POSITION_CENTER) {
            levelPosition++;
        }
        // TODO: Update level pointer and sectionOffset
    }
    jumping = arduboy.pressed(A_BUTTON);
}

void drawLevel() {
    // TODO: Allow a pixel offset
    const level_t* pointer = level;
    level_t current = pgm_read_byte_near(pointer);
    coord_t x,y,width,height;

    // pause render until it's time for the next frame
    if (!(arduboy.nextFrame()))
        return;
    frame = (frame + 1) % FPS;
    // TODO: Allow scrolling level offset and redrawing
    // TODO: Allow character to move around and animate
    updatePlayer();
