     let sprite4 = SKSpriteNode(color: UIColor(red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0), size: CGSize(width: 10, height: 10))
 
     var selected: [UITouch: SKNode] = [:]
-    var offsets: [UITouch: CGPoint] = [:]
 
     func selectNodeForTouch(touchLocation: CGPoint) {
         // http://www.raywenderlich.com/44270/sprite-kit-tutorial-how-to-drag-and-drop-sprites

    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
        for (touch, node) in selected {
            // TODO: Don't try moving the scene
            let location = touch.locationInView(nil)
            let offset = offsets[touch]
            let new_location = subtractVectorPoints(location, offset!)
            let action = SKAction.moveTo(new_location, duration: 0.01)
            node.runAction(SKAction.repeatAction(action, count: 1))
        }
    }
}

func subtractVectorPoints(a: CGPoint, b: CGPoint) -> CGPoint {
    return CGPoint(x: a.x - b.x, y: a.y - b.y)
}
//            let action = SKAction.moveTo(location, duration: 1)
//            sprite1.runAction(SKAction.repeatAction(action, count: 1))

            selected[touch as UITouch] = nodeAtPoint(location)


        }
    }
