     var pipe1 = SKSpriteNode()
     var pipe2 = SKSpriteNode()
 
+    var score       = 0
+    var scoreLabel  = SKLabelNode()
+
     enum ColliderType : UInt32 {
         case Bird   = 1
         case Object = 2
+        case Gap    = 4
     }
 
     var gameOver = false


        pipe1 = SKSpriteNode(texture: pipe1Texture)

        pipe1.position = CGPoint(x: CGRectGetMaxX(self.frame) + self.frame.size.width, y: CGRectGetMidY(self.frame) + pipe1Texture.size().height / 2 + gap / 2 + offset)
        pipe1.runAction(moveandRemove)

        pipe1.physicsBody = SKPhysicsBody(rectangleOfSize: pipe1Texture.size())

    }

    func didBeginContact(contact: SKPhysicsContact) {
        if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue ||
           contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {
            ++score
            print(score)
        }

        print("Contact")

        gameOver = true
