         let gridBound = self.gridBounds - (self.gridBounds * 0.1)   //Makes the grid line up with the window better
         if newBallPosistion.x > gridBound || newBallPosistion.x < -gridBound {
             newBallPosistion = CGPoint(x: 0, y: 0)
+            score = 0
             ball.speed = CGPoint(x: 1, y: 1)
         }
         if newBallPosistion.y > gridBound {

    private let gridSize: Int       = 40    //Size of game grid
    private let updateGameBall: Int = 05    //Update game every x frames
    private let updateBump: Int     = 04    //Update speed for right bumper
    private var ball: GameObject!           //Ball
    private var lBumper: GameObject!        //Left bumper
    private var rBumper: GameObject!        //Right bumper
    private var mainView: SKView!           //Mainview
    private var frameCounter: Int   = 0     //Current frame
    private var gridBounds: CGFloat {
        return CGFloat(gridSize/2)
    }

    

        self.ball = GameObject(CGSize(width: 1.0, height: 1.0), initialPosistion: CGPoint(x: -15, y: 0), initialSpeed: CGPoint(x: 1, y: 1))
        self.lBumper = GameObject(CGSize(width: 1.0, height: 4.0), initialPosistion: CGPoint(x: -gridBounds + 2, y: 0), initialSpeed: CGPoint(x: 0, y: -1))
        self.rBumper = GameObject(CGSize(width: 1.0, height: 4.0), initialPosistion: CGPoint(x: gridBounds - 2, y: 0), initialSpeed: CGPoint(x: 0, y: -1))
        self.scoreLabel = SKLabelNode(text: "0")
        self.scoreLabel.fontSize = 500
        self.scoreLabel.alpha = 0.5
        self.scoreLabel.fontName = "Munro"
        self.scoreLabel.position = CGPoint(x: frame.midX, y: frame.midY-150)
        addChild(scoreLabel)
        drawBumper(lBumper)
        drawBumper(rBumper)
    }
