 class GameScene: SKScene {
     
     var xPlPos = UIScreen.main.bounds.width*0.5
-    var yPlPos = (UIScreen.main.bounds.height * 0.5)
-    var xUpPos = (UIScreen.main.bounds.width-50.0)
-    var yUpPos = (UIScreen.main.bounds.height-50.0)
+    var yPlPos = UIScreen.main.bounds.height * 0.5
+    var xUpPos = UIScreen.main.bounds.width-50.0
+    var yUpPos = UIScreen.main.bounds.height-50.0
     
     let UP: SKSpriteNode = SKSpriteNode(imageNamed: "UP")
     let player: SKSpriteNode? = nil

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for t in touches {
            print("Position: \(t.location(in: view))")
            print("plsyer: \(xPlPos),\(yPlPos)")
            print(UIScreen.main.bounds.width)
            
            if (self.nodes(at: t.location(in: self)).contains(UP)) {

        let UP = SKSpriteNode(imageNamed: "UP")
        let player = self.childNode(withName: "player")
        let proj = SKSpriteNode(imageNamed: "projectile")
        UP.position = CGPoint(x: xUpPos, y: yUpPos)
        
        player?.position = CGPoint(x: xPlPos, y: yPlPos)
        proj.position = CGPoint(x: xPlPos, y: yPlPos)
        addChild(proj)
