 			t: touchEvent.timeStamp
 
 		delta =
-			x: touchEvent.clientX - @_start.x
-			y: touchEvent.clientY - @_start.y
+			x: touchEvent.clientX - @_cursorStartPoint.x
+			y: touchEvent.clientY - @_cursorStartPoint.y
 
 		# Correct for current drag speed and scale
 		correctedDelta =

			t: touchEvent.timeStamp

		# Store original layer position
		@_position =
			x: @layer.x
			y: @layer.y
		
		# if @bounce
		# 	@_position = @_constrainPosition(@_position, @constraints, 1 / @overdragScale)

		# Store start cursor position
		@_start =
			x: touchEvent.clientX
			y: touchEvent.clientY

		# Store cursor/layer offset
		@_offset =
			x: touchEvent.clientX - @_position.x
			y: touchEvent.clientY - @_position.y

		# Store the current layer scale so we can correct movement for it
		@_screenScale =

		# Pixel align all moves
		if @pixelAlign
			point = 
				x: parseInt(@_cursorStartPoint.x + correctedDelta.x - @_layerCursorOffset.x)
				y: parseInt(@_cursorStartPoint.y + correctedDelta.y - @_layerCursorOffset.y)

		# Constraints
		point = @_constrainPosition(point, @_constraints) if @_constraints
