     let gradientShader:SKShader
 
     let log:OSLog
+
     // a player model
     var player:Player
 

    var node:SKNode

    /*
    init (player:Player, reference:DatabaseReference, isLocal:Bool, node:SKNode, playerTop:CGFloat, tableWidth:CGFloat, handSpace:CGFloat, cardSpace:CGFloat, cardHeight:CGFloat, cardWidth:CGFloat, gradientShader:SKShader, log:OSLog) {
     */
    init (player:Player, reference:DatabaseReference, isLocal:Bool, node:SKNode, playerTop:CGFloat, tableWidth:CGFloat, handSpace:CGFloat, cardSpace:CGFloat, cardHeight:CGFloat, cardWidth:CGFloat, gradientShader:SKShader) {

        self.player = player
        self.reference = reference

    func renderSingleCard (card:Card, atPosition:CGFloat) {

        let cardPoint = CGPoint(x: self.handLeft + atPosition * self.cardSpace, y: self.playerTop)
        
        os_log("card position x:%f, y:%f", log:self.log, type:.debug, cardPoint.x, cardPoint.y)

        let halfCardWidth = self.cardWidth / 2
        let halfCardHeight = self.cardHeight / 2
        let shapeNode = SKShapeNode(rect: CGRect(x: (cardPoint.x - halfCardWidth) + 1, y: (cardPoint.y - halfCardHeight) + 1, width: self.cardWidth + 2, height: self.cardHeight + 2), cornerRadius: 2.0)
        shapeNode.fillColor = UIColor.white
        shapeNode.fillShader = self.gradientShader

