       @nextAction = 'start'
       @direction = @_turnDirection
       @_turnDirection = null
-      @debug 'turn:end', @velocity.x
+      @debug('turn:end', @velocity.x)
       return
 
     _visualizeTurn: (direction = @_turnDirection) ->
       @sprite.scale.x = direction
-      @physics.offset.set @_xOffset(direction), @_yOffset
-      return
-
-  _.extend Player::, AnimationMixin, DebugMixin
+      @physics.offset.set(@_xOffset(direction), @_yOffset)
+      return
+
+  _.extend(Player::, AnimationMixin, DebugMixin)
 
   Player

      @debugNamespace = 'player'

      {@debugging} = defines
      completedInit = @_initDebugMixin gui
      return unless completedInit

      @gui.addOpenFolder('drag').addRange @physics.drag, 'x'

      @gui.addOpenFolder 'maxVelocity'
          .addRange @maxVelocity, 'x'
          .addRange @maxVelocity, 'y'

      @gui.addRange @, prop for prop in [
        'jumpAcceleration'
        'jumpMaxDuration'
        'jumpVelocityFactor'

      @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
