public void move() {
		// ################# Y AXIS #####################
		// negative acceleration (gravity factor)
		// int acceleration = 1;
		//
		// if(velocity!=0){
		// if(velocity<=-1)
		// acceleration=1;
		// if(velocity>=1)
		// acceleration=1;
		// // gravity, count slows down the gravity so it doesnt reduce velocity
		// every frame update
		// if(count>2){
		// // set this number for max falling speed
		// if(velocity<20){
		// /* if velocity = 0 (means game has not started), dont do anything
		// if velocity with velocity ==0, prevent it from being 0 so program is
		// not confused with game start (because it does nothing on game start)
		// */
		// if(velocity+acceleration==0){
		// velocity=0;
		// }
		// velocity=velocity+acceleration;
		// }
		//
		// count=0;
		// }
		// count++;
		// changeY(velocity);
		// }
		switch (vFacing) {
		case -1:
			changeY(-hVelocity);
			break;
		case 0:
			changeY(0);
			break;
		case 1:
			changeY(hVelocity);
			break;
		}

		// ################# X AXIS #####################
		// horizontal velocity

		switch (hFacing) {
		case -1:
			changeX(-hVelocity);
			break;
		case 0:
			changeX(0);
			break;
		case 1:
			changeX(hVelocity);
			break;
		}

		// System.out.println("Doodle x: "+super.getX()+" | y: "+super.getY()+
		// " | v: "+velocity + " | a: "+acceleration);

		checkLRBounds();
	}