 	lazy var graph: GKObstacleGraph =
 	{
 		let points = UnsafeMutablePointer<float2>.alloc(4)
-		points[0] = float2(Float(self.size.width / 2 - 50), Float(self.size.height / 2 - 50))
-		points[1] = float2(Float(self.size.width / 2 - 50), Float(self.size.height / 2 + 50))
-		points[2] = float2(Float(self.size.width / 2 + 50), Float(self.size.height / 2 + 50))
-		points[3] = float2(Float(self.size.width / 2 + 50), Float(self.size.height / 2 - 50))
+		points[0] = float2(Float(self.size.width / 3 - 50), Float(self.size.height / 2 - 50))
+		points[1] = float2(Float(self.size.width / 3 - 50), Float(self.size.height / 2 + 50))
+		points[2] = float2(Float(self.size.width / 3 + 50), Float(self.size.height / 2 + 50))
+		points[3] = float2(Float(self.size.width / 3 + 50), Float(self.size.height / 2 - 50))
+
+		let points2 = UnsafeMutablePointer<float2>.alloc(4)
+		points2[0] = float2(Float(2 * self.size.width / 3 - 50), Float(self.size.height / 2 - 50))
+		points2[1] = float2(Float(2 * self.size.width / 3 - 50), Float(self.size.height / 2 + 50))
+		points2[2] = float2(Float(2 * self.size.width / 3 + 50), Float(self.size.height / 2 + 50))
+		points2[3] = float2(Float(2 * self.size.width / 3 + 50), Float(self.size.height / 2 - 50))
 
 		let obstacle = GKPolygonObstacle(points: points, count: 4)
-		let graph = GKObstacleGraph(obstacles: [obstacle], bufferRadius: Float(self.shipSprite.size.width))
+		let obstacle2 = GKPolygonObstacle(points: points2, count: 4)
+		let graph = GKObstacleGraph(obstacles: [obstacle, obstacle2], bufferRadius: 0) //Float(self.shipSprite.size.width))
+
+		for node in graph.nodes!
+		{
+			NSLog("\(node)")
+			for connectedNode in node.connectedNodes
+			{
+				NSLog("   \(connectedNode)")Ω
+			}
+		}
 
 		points.destroy()
+		points2.destroy()
 
 		return graph
 	}()

		shipSprite.yScale = 0.5
		addChild(shipSprite)

		obstacleNode.position = CGPoint(x: size.width / 2, y: size.height / 2)
		obstacleNode.size = CGSize(width: 100, height: 100)
		obstacleNode.color = UIColor.redColor()
		addChild(obstacleNode)
	}

	override func didChangeSize(oldSize: CGSize)

	var nextPosition: float2?

	let obstacleNode = SKSpriteNode()
	let obstacleNode2 = SKSpriteNode()
	let pathNode = SKShapeNode()

	override func didMoveToView(view: SKView)
