             let tlocation = t.location(in: self)
             
             
-            if tlocation.x > UIScreen.main.bounds.width && projArray.count < 5 {
+            if tlocation.x > UIScreen.main.bounds.width && projArray.count < maxFireRate {
                 didFire()
                 pressNotifier = true
             }

    var yPlPos = UIScreen.main.bounds.height-UIScreen.main.bounds.height+350.0 // Background always is same distance to bottom so player needs to touch the ground
    var xUpPos = 50.0 * 2 //Hardcoded, but fits for all screen so it reachable with fingers
    var yUpPos = 50.0 * 2
    var xPrPos = UIScreen.main.bounds.height * 0.1 * 2// For Screen Size
    var yPrPos = UIScreen.main.bounds.height-UIScreen.main.bounds.height+325.0
    let UP: SKSpriteNode = SKSpriteNode(imageNamed: "UP")
    let player: SKSpriteNode? = nil
    let proj: SKSpriteNode = SKSpriteNode(imageNamed: "projectile")
    var projArray = [SKSpriteNode]()
    var pressNotifier = false
    
    func setUpScene() {
        

            projArray.remove(at: 0)
            pressNotifier = false
            
        }
    }
}
