 	var nextPosition: float2?
 
 	let obstacleNode = SKSpriteNode()
+	let obstacleNode2 = SKSpriteNode()
 	let pathNode = SKShapeNode()
 
 	override func didMoveToView(view: SKView)

	lazy var graph: GKObstacleGraph =
	{
		let points = UnsafeMutablePointer<float2>.alloc(4)
		points[0] = float2(Float(self.size.width / 2 - 50), Float(self.size.height / 2 - 50))
		points[1] = float2(Float(self.size.width / 2 - 50), Float(self.size.height / 2 + 50))
		points[2] = float2(Float(self.size.width / 2 + 50), Float(self.size.height / 2 + 50))
		points[3] = float2(Float(self.size.width / 2 + 50), Float(self.size.height / 2 - 50))

		let obstacle = GKPolygonObstacle(points: points, count: 4)
		let graph = GKObstacleGraph(obstacles: [obstacle], bufferRadius: Float(self.shipSprite.size.width))

		points.destroy()

		return graph
	}()

		shipSprite.yScale = 0.5
		addChild(shipSprite)

		obstacleNode.position = CGPoint(x: size.width / 3, y: size.height / 2)
		obstacleNode.size = CGSize(width: 100, height: 100)
		obstacleNode.color = UIColor.redColor()
		addChild(obstacleNode)

		obstacleNode2.position = CGPoint(x: 2 * size.width / 3, y: size.height / 2)
		obstacleNode2.size = CGSize(width: 100, height: 100)
		obstacleNode2.color = UIColor.redColor()
		addChild(obstacleNode2)
	}

	override func didChangeSize(oldSize: CGSize)
