         playerNode.physicsBody.angularDamping = 0.0;
         playerNode.physicsBody.linearDamping = 0.0;
         
-        return playerNode
     }
     
     func createTapToStart(){

        var backgroundNode = self.createBackground()
        self.addChild(backgroundNode)
        
        var player = self.createPlayer()
        foregroundNode.addChild(player)
        
        // Create tap to Start
        self.createTapToStart()
        self.addChild(hudNode)
        
        // Add gravity
        self.physicsWorld.gravity = CGVectorMake(CGFloat(0), CGFloat(-0.2))

    }
    
    override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
        // If we're already playing, ignore touches
        if playerNode.physicsBody.dynamic {
            return
        }
        
        // Remove the Tap to Start node
        hudNode.removeFromParent();
        
        // Start the player by putting them into the physics simulation
        playerNode.physicsBody.dynamic = true;
        
        // Give the player node an initial upward impulse to get them started
        playerNode.physicsBody.applyImpulse(CGVectorMake(CGFloat(0), CGFloat(20)))

    }
   
    override func update(currentTime: CFTimeInterval) {
