         ground.position = CGPointMake(0, groundTexture.size().height)
         ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height * 2))
         ground.physicsBody?.dynamic = false
+        ground.physicsBody?.categoryBitMask = UInt32(self.groundCategory)
         
 //        var ground = SKShapeNode(rectOfSize: CGSize(width: 150, height: 100))
 //        ground.fillColor = UIColor.redColor()

        //hero.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize) // look at later
        hero.physicsBody?.dynamic = true
        hero.physicsBody?.allowsRotation = false
        
        self.addChild(hero)
        

    var jumpMode = false

    var hero = SKSpriteNode()
    
    // Node Categories
    let heroCategory = 0x1 << 1
    let groundCategory = 0x1 << 2
    

    override func didMoveToView(view: SKView) {
        
