     private var distanceToMove: CGFloat = 0
     private var fingerOnScreenTime: Double = 0
     private var playerShouldMove: Bool = false
+    private var playerMovingRight: Bool = false
     
     // MARK: Lifecycle
     override func didMoveToView(view: SKView) {

            fingerOnScreenTime += 0.1
        } else { return }
        
        if abs(distanceToMove) < 0.2 { return }
       
        if distanceToMove >= 0 {
            distanceToMove -= CGFloat(fingerOnScreenTime)
            player.position = CGPointMake(player.position.x + CGFloat(fingerOnScreenTime), player.position.y)
        } else if  distanceToMove < 0 {
            distanceToMove += CGFloat(fingerOnScreenTime)
            player.position = CGPointMake(player.position.x - CGFloat(fingerOnScreenTime), player.position.y)
        }
    }
    
    // MARK: Sounds

        print("You are touching the screen!")
        touchPosition = touch.locationInNode(self)
        print("The touch position is \(touchPosition)")
        if let player = player {
            if touchPosition.x > player.position.x {
               playerMovingRight = true
            } else { playerMovingRight = false }
        }
        playerShouldMove = true
        movePlayerToTouchPosition(location: touchPosition)
        
