         }
         
         switch propertyName {
-        case "xCoordinate", "yCoordinate":
-            updatePositionFor(player, withNode: node)
-        case "zCoordinate":
-            updateJumpingPositionFor(player, withNode: node)
-        case "physicalState":
-            updatePlayerTexture(player, withNode: node)
-        case "state":
-            updateState(player, withNode: node)
-        default:
-            return
+            case "xCoordinate", "yCoordinate":
+                updatePositionFor(player, withNode: node)
+            case "zCoordinate":
+                updateJumpingPositionFor(player, withNode: node)
+            case "physicalState":
+                updatePlayerTexture(player, withNode: node)
+            case "state":
+                updateState(player, withNode: node)
+            default:
+                return
         }
     }
     

    /// Update the player's texture based on state
    private func updatePlayerTexture(player: Player, withNode node: SKSpriteNode) {
        switch player.physicalState {
        case .Ducking(_):
            removeGestureRecognizers()
            node.texture = playerDuckTexture
        case .Jumping(_):
            removeGestureRecognizers()
            node.texture = playerJumpTexture
        case .Running, .Stationary, .Invulnerable(_):
            addGestureRecognizers()
            node.texture = playerTexture
        }
    }
    
    private func updateState(player: Player, withNode node: SKSpriteNode) {
        switch player.state {
        case .Lost:
            // TODO handle updates to player states
            break;
        default:
            return
        }
    }
    

    /// Handle the updating of appropriate nodes when changes are made to the game state
    private func handleUpdateGameState(propertyName: String) {
        switch propertyName {
            case "gameIsOver":
                gameDidEnd()
            case "obstacles":
                handleChangesToObstacles()
            default:
                return
        }
    }
    
