       let rotationAngle = (CGFloat(2*M_PI/16)*rotationPercent)
       transform = CGAffineTransformMakeRotation(rotationAngle)
       center = CGPointMake(originalPoint!.x + distance.x, originalPoint!.y + distance.y)
+      updateOverlay(distance.x)
       
     case UIGestureRecognizerState.Ended:
       if abs(distance.x) < frame.width/4 {

  private var originalPoint: CGPoint?
  weak var delegate: SwipeViewDelegate?
  let overlay: UIImageView = UIImageView()
  
  //MARK: - Initializers
  required init(coder aDecoder: NSCoder) {

      })
  }
  
  private func updateOverlay(distance: CGFloat) {
    var newDirection: Direction = distance < 0 ? .Left: .Right
    
    if newDirection != direction {
      direction = newDirection
      overlay.image = direction == .Right ? yeahImage : nahImage
    }
    overlay.alpha = abs(distance) / (superview!.frame.width/2)
  }
  
  private func resetViewPositionAndTransformations() {
    UIView.animateWithDuration(0.2, animations: { () -> Void in
      self.center = self.originalPoint!
      self.transform = CGAffineTransformMakeRotation(0)
      self.overlay.alpha = 0
    })
  }
}
