     }
     
     private func updateDistance() {
-        state.distance += state.currentSpeed
+        state.distance += speed
     }
     
     private func updatePlayerStates() {

        }
        
        let obstaclesInNextFrame = state.obstacles.filter {
            $0.xCoordinate < state.myPlayer.xCoordinate + state.myPlayer.xWidth + state.currentSpeed &&
            $0.xCoordinate + $0.xWidth >= state.myPlayer.xCoordinate
        }
        

        }
        
        for obstacle in state.obstacles {
            obstacle.xCoordinate -= speed
            if shouldRemoveObstacle(obstacle) {
                delegate.didRemoveObstacle(obstacle)
            } else {
