         let moveSword = SKAction.repeat(SKAction.moveBy(x: swordSpeed, y: 0, duration: swordUpdateTime), count: Int(self.size.width / swordSpeed))
         let swordSequence = SKAction.sequence([moveSword, SKAction.removeFromParent()])
         aSword.run(swordSequence, completion: { self.removeFirstSwordFromArray() })
-        self.addChild(aSword)
+        backgroundImage?.addChild(aSword)
     }
 
     // MARK: Used to add birds and detect collision

        punchSoundEffect.prepareToPlay()
        punchSoundEffect.numberOfLoops = 0

        //Screen Boarder
        self.physicsBody = SKPhysicsBody(edgeLoopFrom: CGRect(x: 0, y: 0, width: self.frame.size.width, height: self.frame.size.height))
        self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
    }

        buttonTapped = false

        for touch in touches {
            for i in self.nodes(at: touch.location(in: self)) {
                if i.name == "shootButton" {
                    buttonTapped = true
                    fireSwords(charcLocation: (self.charc?.position)!)
                }
