code: function (dt) {
  
          if (me.input.isKeyPressed("left")) {
              // update the entity velocity
              this.body.vel.x -= this.body.accel.x * me.timer.tick;
          } else if (me.input.isKeyPressed("right")) {
              // update the entity velocity
              this.body.vel.x += this.body.accel.x * me.timer.tick;
          } else {
              this.body.vel.x = 0;
          }
          if (me.input.isKeyPressed("up")) {
              // update the entity velocity
              this.body.vel.y -= this.body.accel.y * me.timer.tick;
          } else if (me.input.isKeyPressed("down")) {
              // update the entity velocity
              this.body.vel.y += this.body.accel.y * me.timer.tick;
          } else {
              this.body.vel.y = 0;
          }
  
          // apply physics to the body (this moves the entity)
          this.body.update(dt);
  
          // handle collisions against other shapes
          me.collision.check(this);
  
          // check if we moved (an "idle" animation would definitely be cleaner)
          if (this.body.vel.x !== 0 || this.body.vel.y !== 0) {
              this._super(me.Entity, "update", [dt]);
              return true;
          }
      }
docs: /* -----
  
  update the player pos
  
  ------