         
         return player
     }
+    
+    func createHud() -> SKNode{
+        var huNode = SKNode()
+        _tapToStartNode = SKSpriteNode(imageNamed: "TapToStart")
+        _tapToStartNode?.position = CGPointMake(CGFloat(160), CGFLoat(180))
+        
+        huNode.addChild(_tapToStartNode)
+        return hudNode
+    }
    
     override func update(currentTime: CFTimeInterval) {
         /* Called before each frame is rendered */

        /// Player node
        var player = self.createPlayer()
        _foregroundNode?.addChild(player)
        
        // Change gravity
        self.physicsWorld.gravity = CGVectorMake(CGFloat(0), CGFloat(-2))

    var _foregroundNode:SKNode?
    var _midgroundNode:SKNode?
    var _hudNode:SKNode?
    var _tapToStartNode:SKNode?
    
    override init(size: CGSize) {
        super.init(size: size)
