                 }
                 
                 
-                if self.jumpMode == true {
-                    self.currentTime = currentTime
-                    self.deltaTime = self.currentTime - self.previousTime
-                    self.previousTime = currentTime
-                    self.jumpTime = self.jumpTime + self.deltaTime
-                }
+                self.currentTime = currentTime
+                self.deltaTime = self.currentTime - self.previousTime
+                self.previousTime = currentTime
+                self.jumpTime = self.jumpTime + self.deltaTime
             }
         })
         

    
    func swipeUpAction(swipe: UISwipeGestureRecognizer) {
        if self.duckMode == false {
            self.jumpMode = true
            self.jumpTime = 0.0
            println(self.jumpNumber)
            println(self.jumpTime)
            println(self.deltaTime)
            
            
            //         Jump Limit Logic ------ Uncomment to use.
            if self.jumpNumber < 2 && self.jumpTime <= 0.5 {
                self.hero.physicsBody!.velocity = CGVectorMake(0, 0)
                self.hero.physicsBody!.applyImpulse(CGVectorMake(0, 35))
                self.hero.texture = self.bradDuckTexture
                self.jumpNumber += 1
            }
        } else if self.duckMode == true {
            let originalHeight = hero.frame.height * 2
            let stand = SKAction.resizeToHeight(originalHeight, duration: 0.5)
            self.hero.runAction(stand)
            println(hero.physicsBody!.area)
            self.duckMode = false
        }
    }
    
    func swipeDownAction(swipe: UISwipeGestureRecognizer) {
        if duckMode == false {
            println("Swipe down")
            
            let originalHeight = hero.frame.height
            let duckHeight = originalHeight / 2
            
            let duck = SKAction.resizeToHeight(duckHeight, duration: 0.5)
            
            self.hero.runAction(duck)
            println(hero.physicsBody!.area)
            self.duckMode = true
        }
    }
    
    func didBeginContact(contact: SKPhysicsContact) {
        println("Contact occured")

        switch contactMask {
        case UInt32(self.heroCategory) | UInt32(self.groundCategory):
            println("Hero hit Ground")
            self.duckMode == true
            self.jumpNumber = 0
            if self.hero.texture != bradDuckTexture {
                self.hero.texture = bradTexture
            }
            
            self.jumpMode = false
            
        case UInt32(self.heroCategory) | UInt32(self.obstacleCategory):
            println("Hero hit obstacle")
        default:
