       let blackNode = SKSpriteNode(color: UIColor.blackColor(), size: overlay.frame.size)
       blackNode.name = "RestartLevel"
       blackNode.alpha = 0.0
-      blackNode.position = CGPoint(x: view.bounds.size.width/2.0, y: view.bounds.size.height/2.0)
+      blackNode.position = CGPoint(x: sceneView.bounds.size.width/2.0, y: sceneView.bounds.size.height/2.0)
       overlay.addChild(blackNode)
       blackNode.runAction(SKAction.sequence([SKAction.fadeInWithDuration(0.5), SKAction.runBlock({
         // self.rootNode.removeAllActions()
-        let newScene = GameScene(view: self.view)
+        let newScene = GameScene(view: self.sceneView)
         newScene.physicsWorld.contactDelegate = newScene
-        self.view.scene = newScene
-        self.view.delegate = newScene
+        self.sceneView.scene = newScene
+        self.sceneView.delegate = newScene
       })]))
     }
   }

    if let swipeGesture = gesture as? UISwipeGestureRecognizer {
      switch swipeGesture.direction {
      case UISwipeGestureRecognizerDirection.Up:
        // TODO: Add code to do movement here
        break
        
      case UISwipeGestureRecognizerDirection.Down:
        // TODO: Add code to do movement here
        break
        
      case UISwipeGestureRecognizerDirection.Left:
        // TODO: Add code to do movement here
        break
        
      case UISwipeGestureRecognizerDirection.Right:
        // TODO: Add code to do movement here
        break
        
      default:

  
  func switchToPlaying() {
    gameState = GameState.Playing
    if let overlay = sceneView.overlaySKScene {
      // Remove tutorial
      overlay.enumerateChildNodesWithName("Tutorial", usingBlock: { node, stop in
        node.runAction(SKAction.sequence(
