         newPile = solitaireScene.CGPointToPile(toLocation!)
         oldPile = solitaireScene.CGPointToPile(fromLocation!)
         
-        print(newPile?.name);
-        print(oldPile?.name);
-        
         if(touchedHidden) {
             if(flipHidden) {
                 if(newPile!.name == solitaireGame.deck.name && oldPile!.name == solitaireGame.deck.name) {

    
    let DECK_X_FACTOR : CGFloat = 3/4;
    let TOP_ROW_Y_FACTOR : CGFloat = 3/4;
}

// Extends from SpriteNode to create a specified card sprite

                        tempCardYPosition = cardBelowNode!.position.y - ((CGFloat(index) + 1) * CGFloat(self.cardConstants.CARD_CASCADE_OFFSET));
                        tempCardZPosition = cardBelowNode!.zPosition + CGFloat(index) + 1;
                    } else {
                        tempCardYPosition = self.fromLocation!.y;
                        tempCardZPosition = 0;
                    }
                    
