 			y: touchEvent.clientY - @_correctedLayerStartPoint.y
 
 		# Store the current layer scale so we can correct movement for it
-		@_canvasFrame =
+		@_canvasScale =
 			x: @layer.canvasScaleX()
 			y: @layer.canvasScaleY()
 


		velocity = @velocity

		velocityX = velocity.x * @momentumVelocityMultiplier * @speedX * (1 / @_canvasFrame.x) * @layer.scaleX * @layer.scale
		velocityY = velocity.y * @momentumVelocityMultiplier * @speedY * (1 / @_canvasFrame.y) * @layer.scaleY * @layer.scale

		@_setupSimulation()
		@_isAnimating = true

			y: touchEvent.clientY - @_correctedLayerStartPoint.y - @_layerCursorOffset.y

		# Scale the offset with the screen scale for the current layer
		offset.x = offset.x * @speedX * (1 / @_canvasScale.x) * @layer.scaleX * @layer.scale
		offset.y = offset.y * @speedY * (1 / @_canvasScale.y) * @layer.scaleY * @layer.scale

		# See if horizontal/vertical was set and set the offset
		point = @layer.point
