     # Calculate final delta based on starting angle, anchor, and what side of zero
     # the last operation was on.
     if @lastOp.negative
-      if @lastAnchor is 'right' or @lastAnchor is 'bottom'
+      if @lastOp.anchor is 'right' or @lastOp.anchor is 'bottom'
         delta = @["_#{ @_touchAxis }Last"] - distance
       else
         delta = @["_#{ @_touchAxis }Last"] + distance
       delta = 0 if delta > 0
     else
-      if @lastAnchor is 'right' or @lastAnchor is 'bottom'
+      if @lastOp.anchor is 'right' or @lastOp.anchor is 'bottom'
         delta = @["_#{ @_touchAxis }Last"] + distance
       else
         delta = @["_#{ @_touchAxis }Last"] - distance

  # This method shows the requested stage element and sets a reference to it as
  # the current stage.
  _showStage: (anchor) ->
    if anchor isnt @lastAnchor
      @stages[anchor].style.display = 'block'
      @stages[@lastAnchor].style.display = 'none'
      @lastAnchor = anchor


  # Simple method that returns the correct panel set based on an anchor.

      speed = if speed then @settings.speed + 'ms' else '0ms'

    # To loop through the shaders, derive the correct pair from the current anchor.
    if @lastOp.anchor is 'left' or @lastOp.anchor is 'right'
      shaderPair = ['left', 'right']
    else
      shaderPair = ['top', 'bottom']

    # Loop through the panels in this anchor and set the transition duration to the new speed.
    for panel, i in @panels[@lastOp.anchor]
      panel.style[css.transitionDuration] = speed
      if @shading
        for side in shaderPair
          @_shaders[@lastOp.anchor][side][i].style[css.transitionDuration] = speed

    # Return null and not the loop's result.
    null
