         buttonNode.name = "Button"
         
         self.addChild(buttonNode)
-
+        
+        let myLabel = SKLabelNode(fontNamed:"Chalkduster")
+        myLabel.text = "Gravity Switch";
+        myLabel.name = "Text"
+        myLabel.fontSize = 45;
+        myLabel.position = buttonNode.position
+        
+        self.addChild(myLabel)
     }
     
     func didBeginContact(contact: SKPhysicsContact) {

import SpriteKit

class GameScene: SKScene, SKPhysicsContactDelegate {
    override func didMoveToView(view: SKView) {
        /* Setup your scene here */
        let myLabel = SKLabelNode(fontNamed:"Chalkduster")
        myLabel.text = "Hello, World!";
        myLabel.fontSize = 45;
        myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
        
        self.physicsWorld.gravity = CGVector(dx: 0, dy: -9.81)
        self.physicsWorld.contactDelegate = self
        let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)

        for touch in touches {
            let location = touch.locationInNode(self)
            let nodeTouched = self.nodeAtPoint(location)

            
            if (nodeTouched.name == "Button" || nodeTouched.name == "Text") {
                switch (gravDirection%4) {
                case 0:
                    self.physicsWorld.gravity = CGVector(dx: 0, dy: -9.81)
                    break
                case 1:
                    self.physicsWorld.gravity = CGVector(dx: 9.81, dy: 0)
                    break
                case 2:
                    self.physicsWorld.gravity = CGVector(dx: 0, dy: 9.81)
                    break
                case 3:
                    self.physicsWorld.gravity = CGVector(dx: -9.81, dy: 0)
                    break
                default:
                    break
                }
                gravDirection++
            } else {
                
                let sprite = SKSpriteNode(imageNamed:"Golfball")
