       # First.
       @nextAction = 'none'
       @nextDirection = @_xDirectionInput()
-      @velocity.clampY -@maxVelocity.y, @maxVelocity.y
-      @velocity.clampX -@maxVelocity.x, @maxVelocity.x
+      @velocity.clampY(-@maxVelocity.y, @maxVelocity.y)
+      @velocity.clampX(-@maxVelocity.x, @maxVelocity.x)
 
       # Second.
       @nextState = 'running' if @_canKeepRunning()

      @airFrictionRatio = 1 / 20
      @runAcceleration = 300

      @maxVelocity = new Point 200, 800 # Run and terminal velocities.

      @_jumpTimer = @sprite.game.time.create() # This also acts like a flag.
      return


    startEnding: (mate) ->
      @control = off
      @sprite.position.setTo(mate.x - 43, mate.y)
      @velocity.setTo(0)
      @acceleration.setTo(0)
      @physics.offset.setTo(0)
      @physics.moves = no
      @_visualizeTurn Direction.Right
      animation = @playAnimation 'end'
