       @physics.collideWorldBounds = on
 
       @physics.drag.x = 1500
-      @_originalDrag = @physics.drag.clone()
 
       h = @sprite.height
       w = @sprite.width

      @nextState = 'rising'
      # Faster the run, higher the base jump, up to 33% improvement.
      kVelocity = (3 + Math.abs @velocity.x / @maxVelocity.x) / 4
      @acceleration.set 0, @jumpAcceleration * kVelocity
      @physics.drag.x = 2 * @_originalDrag.x

    _run: (direction) ->
      # Chain a start animation to the landing.

      if ending
        return unless @_jumpTimer.running
        @acceleration.y = @gravity.y
        @debug 'jump:end', @_jumpTimer.ms, { position: @physics.position }
        @_jumpTimer.stop()
        return
