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

      @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.y = @jumpAcceleration * kVelocity

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