docs: function(posX, posY){
  
              //Calculate the position deltas while account for zone boundaries
              var zoneWidth = Constants.Zone.WIDTH;
              var zoneHeight = Constants.Zone.HEIGHT;
  
              var deltaX = posX - this.get("posX");
              if (Math.abs(deltaX) > zoneWidth/2){
                  (posX < zoneWidth/2) ? deltaX += zoneWidth : deltaX -= zoneWidth;
              }
  
              var deltaY = posY - this.get("posY");
              if (Math.abs(deltaY) > zoneHeight/2){
                  (posY < zoneHeight/2) ? deltaY += zoneHeight : deltaY -= zoneHeight;
              }
  
              var data = this.attributes;
  
              //Update the velocities to move to the correct position by the next update
              var interval = Constants.UPDATE_INTERVAL/1000;
              data.velocityX += deltaX / interval;
              data.velocityY += deltaY / interval;
  
              //If these changes take us over the maximum velocities, update the constants to allow for it
              this.MAX_VELOCITY_X = Math.max(data.velocityX, Constants.Player.MAX_VELOCITY_X);
              this.MAX_VELOCITY_Y = Math.max(data.velocityY, Constants.Player.MAX_VELOCITY_Y);
  
              return this;
          }