 
     override func didMoveToView(view: SKView) {
         
-        // Swipe Recognizer Setup
+        // Swipe Up Recognizer
         var swipeUpRecognizer = UISwipeGestureRecognizer(target: self, action: "swipeUpAction:")
         swipeUpRecognizer.direction = UISwipeGestureRecognizerDirection.Up
         self.view?.addGestureRecognizer(swipeUpRecognizer)
         
-        var swipeDownRecognizer = UISwipeGestureRecognizer(target: self, action: "swipeDownAction:")
-        swipeDownRecognizer.direction = UISwipeGestureRecognizerDirection.Down
-        self.view?.addGestureRecognizer(swipeDownRecognizer)
+        //Swipe Left Recognizer
+        var swipeLeftRecognizer = UISwipeGestureRecognizer(target: self, action: "swipeLeftAction:")
+        swipeLeftRecognizer.direction = UISwipeGestureRecognizerDirection.Left
+        self.view?.addGestureRecognizer(swipeLeftRecognizer)
+        
+        // Physics - setting gravity to game world
 
-        // Physics - setting gravity to game world
         self.physicsWorld.gravity = CGVectorMake(0.0, -9.8)
         self.physicsWorld.contactDelegate = self
         

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

//test

        // Determine physics body around Hero
        hero.physicsBody = SKPhysicsBody(circleOfRadius: hero.size.height / 2)

        // hero.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: hero.size.width, height: hero.size.height))

        // hero.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize) // look at later
        hero.physicsBody?.dynamic = true
        hero.physicsBody?.allowsRotation = false
        hero.physicsBody?.categoryBitMask = UInt32(self.heroCategory)
