         default:
             break
         }
+        
         self.setNeedsDisplay()
     }
     

        propertyDidChange("playerName")
        propertyDidChange("lifeTotal")
        propertyDidChange("isUpsideDown")
    }
    
    func setConstraintsFor(orientation:UIInterfaceOrientation) {

        CGContextFillRect(context, rect)
        
        //Define the gradient ----------------------
        let locations:[CGFloat] = [0.0, 1.0];
        
        let components:[CGFloat] = [
            c1.memory, (c1+1).memory,(c1+2).memory,(c1+3).memory,
            c2.memory, (c2+1).memory,(c2+2).memory,(c2+3).memory ]

        let colorSpace = CGColorSpaceCreateDeviceRGB();
        
        let gradient = CGGradientCreateWithColorComponents (colorSpace, components, locations, UInt(locations.count));
        
        //Define Gradient Positions ---------------
        
