         ground.position = CGPointMake(0, groundTexture.size().height)
         ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height * 2))
         ground.physicsBody?.dynamic = false
+        ground.physicsBody?.categoryBitMask = UInt32(self.groundCategory)
         
 //        var ground = SKShapeNode(rectOfSize: CGSize(width: 150, height: 100))
 //        ground.fillColor = UIColor.redColor()

    var jumpMode = false

    var hero = SKSpriteNode()

    override func didMoveToView(view: SKView) {
        


class GameScene: SKScene {
    
    // Jump Properties
    var currentTime = 0.0
    var previousTime = 0.0
    var deltaTime = 0.0
