         //Check if ball is about to hit bumper and act accorgingly
         if lBumper.body.contains(newBallPosistion) || rBumper.body.contains(newBallPosistion) {
             ball.speed.x *= -1
+            score += 1
             newBallPosistion = CGPoint(x: ball.posistion.x + ball.speed.x, y: ball.posistion.y + ball.speed.y)
         }
         drawSquare(x: Int(newBallPosistion.x), y: Int(newBallPosistion.y))

        let gridBound = self.gridBounds - (self.gridBounds * 0.1)   //Makes the grid line up with the window better
        if newBallPosistion.x > gridBound || newBallPosistion.x < -gridBound {
            newBallPosistion = CGPoint(x: 0, y: 0)
            ball.speed = CGPoint(x: 1, y: 1)
        }
        if newBallPosistion.y > gridBound {

        //Left user bumper
        if bumper.speed.y != 0 && bumper.posistion.y < gridBound && bumper.posistion.y > -gridBound {
            let newPos = CGPoint(x: bumper.posistion.x, y: bumper.posistion.y + bumper.speed.y)
            bumper.posistion = newPos
            bumper.body.insert(newPos, at: 0)
            removeSquare(x: Int((bumper.body.last?.x)!), y: Int((bumper.body.last?.y)!))
