// Update is called once per frame
 void Update()
 {
     if (canDoStuff)
     {
         if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
         {
             if (down)     //work in progress, will probably just wind up using sprite anims...not sure. Will need spritesheet first
             {
                 down = !down;
                 //this.gameObject.transform.rotation = UnityEngine.Quaternion.Euler(90, 0, 0);
                 hoePoint.gameObject.transform.position = this.gameObject.transform.position + new UnityEngine.Vector3(0, 1f, 0);
             }
             moveUp();
         }
         if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
         {
             if (!down)     //see work in progress comment above on (currently) line 32
             {
                 down = !down;
                 //this.gameObject.transform.rotation = UnityEngine.Quaternion.Euler(-90, 0, 0);
                 hoePoint.gameObject.transform.position = this.gameObject.transform.position + new UnityEngine.Vector3(0, -1f, 0);     //adjusts where they can hoe the ground
             }
             moveDown();
         }
         if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
         {
             if (!left)
             {
                 left = !left;                                                                                                     //the rotate brings the hoe point with it
                 this.gameObject.transform.rotation     = UnityEngine.Quaternion.Euler(0, 0, 0);
                 hoePoint.gameObject.transform.position = this.gameObject.transform.position + new UnityEngine.Vector3(-1f, 0, 0); //since I'm rotating the sprite this just has to be 0
             }
             moveLeft();
         }
         if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
         {
             if (left)
             {
                 left = !left;
                 this.gameObject.transform.rotation     = UnityEngine.Quaternion.Euler(0, 180, 0);
                 hoePoint.gameObject.transform.position = this.gameObject.transform.position + new UnityEngine.Vector3(1f, 0, 0);     //since I'm rotating the sprite this just has to be 0
             }
             moveRight();
         }
         if (Input.GetKey(KeyCode.Space))
         {
             interaction.handleInteraction();
         }
     }
 }