       @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

      @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

      {@velocity, @acceleration} = @physics

      @physics.collideWorldBounds = on
      @physics.tilePadding = new Point(0, @sprite.height)

      @physics.drag.x = 1500

      {height, width} = @sprite
      @_yOffset = playerYOffset
      @physics.setSize(width / 2, height / 2, @_xOffset(), @_yOffset)

      @jumpAcceleration = -4250 # A burst of energy on launch.
      @jumpMaxDuration = 500
