         craneScoreContact.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 2, height: self.frame.size.height))
         craneScoreContact.physicsBody?.dynamic = false
         craneScoreContact.physicsBody?.categoryBitMask = UInt32(self.scoreCategory)
-        craneScoreContact.physicsBody?.contactTestBitMask = UInt32(self.heroCategory) | UInt32(self.scoreCategory)
         craneScoreContact.physicsBody?.node?.name = "benchScoreContact"
         vertical.addChild(craneScoreContact)
+        
+        let craneHookLoseContact = SKSpriteNode()
+        craneHook.size = CGSize(width: 1, height: craneHook.size.height)
+        craneHook.color = SKColor.blackColor() // Delete Later
+        craneHook.position = CGPointMake(CGRectGetMaxX(self.frame) + CGFloat(randX) - craneHook.size.width / 2, self.roadSize!.height + craneHook.size.height / 2)
+        craneHook.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 1, height: craneHook.size.height))
+        craneHook.physicsBody?.dynamic = false
+        craneHook.physicsBody?.categoryBitMask = UInt32(self.contactCategory)
+        vertical.addChild(craneHookLoseContact)
     }
     
     // Spawn coin [Tuan]

        trashScoreContact.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 2, height: self.frame.size.height))
        trashScoreContact.physicsBody?.dynamic = false
        trashScoreContact.physicsBody?.categoryBitMask = UInt32(self.scoreCategory)
        trashScoreContact.physicsBody?.contactTestBitMask = UInt32(self.heroCategory) | UInt32(self.scoreCategory)
        trashScoreContact.physicsBody?.node?.name = "trashScoreContact"
        vertical.addChild(trashScoreContact)
    }
    
    func spawnCrane(){

            //         Jump Limit Logic ------ Uncomment to use.
            if self.jumpNumber < 2 && self.jumpTime <= 0.5 {
                self.hero.physicsBody!.velocity = CGVectorMake(0, 0)
                self.hero.physicsBody!.applyImpulse(CGVectorMake(0, 70))
                self.hero.texture = self.bradJumpTexture
                self.jumpNumber += 1
            }
