         when 'falling' then @_changeAnimation 31, no
         when 'landing' then @_changeAnimation 'land'
 
+    _updateBaseMovement: ->
+      @nextAction = 'none'
+
+      if @state is 'falling' and @physics.touching.down
+        @nextState = 'landing'
+      else unless @isInMidAir()
+        @nextState = 'running'
+
     _updateXMovement: ->
       ###
       Basically handle switching direction, and running or being still

    isRunning: (direction) -> direction is @direction and @velocity.x isnt 0

    update: ->
      # Reset any state.
      @nextAction = 'none'

      if @state is 'falling' and @physics.touching.down
        @nextState = 'landing'
      else unless @isInMidAir()
        @nextState = 'running'

      @_updateXMovement()
      @_updateYMovement()


    _updateYMovement: ->
      ###
      Basically handle starting and ending of jump, and starting of falling.
      The possibility of hitting the ceiling during jump is a complexity.
      ###

      if @cursors.up.isDown and not @isInMidAir() and not @_jumpTimer.running
