         pylonLoseContact.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 1, height: pylon.size.height / 2))
         pylonLoseContact.physicsBody?.dynamic = false
         pylonLoseContact.physicsBody?.categoryBitMask = UInt32(self.contactCategory)
-      //cxcxszZz'iuy tresvertical.addChild(pylonLoseContact)
+        vertical.addChild(pylonLoseContact)
     }
     
     // Spawn coin [Tuan] - edited by [Kori-Brian]
     func spawnCoin() {
-      //var randX = arc4random_uniform(100)
-        
+        //var randX = arc4random_uniform(100)
+        let coin = SKSpriteNode(imageNamed: "taco.gif")
+
         coin.position = CGPointMake(CGRectGetMaxX(self.frame) /*+ CGFloat(randX)*/, 350)
         coin.size = CGSize(width: 30, height: 30)
         

        benchLoseContact.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 2, height: bench.size.height * 0.6))
        benchLoseContact.physicsBody?.dynamic = false
        benchLoseContact.physicsBody?.categoryBitMask = UInt32(self.contactCategory)
      //vertical.addChild(benchLoseContact)
    }
    func spawnTrashcan() {
      //var randX: Float = 1.0
      //Float(arc4random_uniform(500) + 100)
        //var anotherFloat: Float = Float(randX)
        

        var obstacleArray = [SKAction]()
        // Coin [Tuan]
        let spawnCoin = SKAction.runBlock({() in self.spawnCoin()})
        var delay = SKAction.waitForDuration(NSTimeInterval(rand))
        var craneDelay = SKAction.waitForDuration(NSTimeInterval(1))

      
      
      
      
      
        for var i = 0; i < 30; i++ {
          var rand = Float(arc4random_uniform(5) + 1)
          println(rand)
          switch rand {
          case 1:
            obstacleArray.append(delay)
            obstacleArray.append(spawnBench)
          case 2:
            obstacleArray.append(craneDelay)
            obstacleArray.append(craneHook)
            obstacleArray.append(craneDelay)
          case 3:
            obstacleArray.append(delay)
            obstacleArray.append(spawnPylon)
          case 4:
            obstacleArray.append(delay)
            obstacleArray.append(spawnTrashcan)
          case 5:
            obstacleArray.append(delay)
            obstacleArray.append(spawnCoin)
          default:
            obstacleArray.append(delay)
            obstacleArray.append(spawnCoin)
          }
        }
      
      
      
      
      
      
        let spawnThenDelay = SKAction.sequence(obstacleArray)
        let spawnThenDelayForever = SKAction.repeatActionForever(spawnThenDelay)
        
        self.runAction(spawnThenDelayForever, withKey: "startSpawn")
