     var jumpMode = false
 
     var hero = SKSpriteNode()
+    
+    // Node Categories
+    let heroCategory = 0x1 << 1
+    let groundCategory = 0x1 << 2
+    
 
     override func didMoveToView(view: SKView) {
         

        ground.position = CGPointMake(0, groundTexture.size().height)
        ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height * 2))
        ground.physicsBody?.dynamic = false
        
//        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
        hero.physicsBody?.categoryBitMask = UInt32(self.heroCategory)
        
        self.addChild(hero)
        
