         hero.setScale(0.5)
         hero.position = CGPoint(x: self.frame.size.width * 0.35, y: self.frame.size.height * 0.5) // Change y to ground level
         
-        // Determine physics body around Hero
+        // 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)
         hero.physicsBody?.contactTestBitMask = UInt32(self.heroCategory) | UInt32(self.groundCategory)
-
-        
         self.addChild(hero)
         
-        // Ground
-        var groundTexture = SKTexture(imageNamed: "") // Add 336x112 image
-  
+        // Ground [Kevin/Tina]
         var ground = SKShapeNode(rectOfSize: CGSize(width: 400, height: self.roadSize!.height))
         ground.hidden = true
         ground.position = CGPoint(x: 0, y: self.roadSize!.height * 0.5)

        ground.physicsBody?.dynamic = false
        ground.physicsBody?.categoryBitMask = UInt32(self.groundCategory)

        println(self.frame.size.width)
        println(groundTexture.size().height * 2)
        

        self.addChild(ground)
        
    }
    
    override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {

    }

    func swipeUpAction(swipe: UISwipeGestureRecognizer) {

        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.jumpNumber += 1
        }
    }
    
    func swipeDownAction(swipe: UISwipeGestureRecognizer) {
        println("Swipe down")
        let wait = SKAction.waitForDuration(1.0)
        
    }
    
    func didBeginContact(contact: SKPhysicsContact) {
        println("Contact occured")
        self.jumpNumber = 0
    }
    
    override func update(currentTime: CFTimeInterval) {

            self.addChild(bg)
        }
        
        // Roads [Tina]
        for var index = 0; index < 2; ++index {
            let road = SKSpriteNode(imageNamed: "road.jpg")
            road.anchorPoint = CGPointZero
