       @camera.updateShake()
       if @_shakeOnPlayerFall()
         @camera.unfollow()
-      else unless (@camera.target? or @camera.isShaking())
+      else unless @camera.target? or @camera.isShaking()
         @camera.follow @player.cameraFocus
 
       @camera.updatePositionWithCursors @cursors if @detachedCamera

      tween = @fadeIn text, Timer.SECOND

    _isPlayerReadyToEnd: ->
      @player.state is 'still' and @player.control is on and
      @player.sprite.y <= @endingPoint.y

    _renderDebugDisplay: ->
      @resetDebugDisplayLayout()

          @ended = yes

    _shakeOnPlayerFall: ->
      return no unless @player.nextState is 'landing' and @player.distanceFallen() > shakeFallH
      @camera.shake()

    _toggleCameraAttachment: (attached) ->
      attached ?= not @detachedCamera
