     _initPhysics: ->
       @physics.collideWorldBounds = on
       @physics.drag.x = 200
+      h = @sprite.height
+      w = @sprite.width
+      @_yOffset = h / 4
+      @physics.setSize (w / 2), (h / 2), @_xOffset(), @_yOffset
 
     _run: (direction) ->
       factor = 200

      @physics = @sprite.body
      @velocity = @physics.velocity
      @acceleration = @physics.acceleration
      @_initPhysics()

      @cursors = game.input.keyboard.createCursorKeys()

      @animation = null
      @state = State.Still
      @direction = Direction.Right
      @nextAction = Action.None

    inMidAir: -> no

        @animation = @animations.play 'start' unless @inMidAir()
      @direction = direction
      @sprite.scale.x = direction
      @physics.offset = new Phaser.Point @_xOffset(direction), @_yOffset

    _xOffset: (direction = @direction) -> direction * 10

  Player
