     # 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

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

    # To loop through the shaders, derive the correct pair from the current anchor.
    if @lastAnchor is 'left' or @lastAnchor 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[@lastAnchor]
      panel.style[css.transitionDuration] = speed
      if @shading
        for side in shaderPair
          @_shaders[@lastAnchor][side][i].style[css.transitionDuration] = speed

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

    # Set an array of anchor names.
    @_anchors = ['left', 'right', 'top', 'bottom']
    # oriDomi starts oriented with the left anchor.
    @lastOp = anchor: @_anchors[0]
    # Create object literals to store panels and stages.
    @panels = {}
    @stages = {}
