         
         let randomPosition = CGFloat.random(min: -200, max: 200)
         wallPair.position.y = wallPair.position.y + randomPosition
+        wallPair.addChild(scoreNode)
         
         wallPair.runAction(moveAndRemove)
         

    
    func didBeginContact(contact: SKPhysicsContact) {
        
        
    }
    
    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

        let scoreNode = SKSpriteNode()
        
        scoreNode.size = CGSize(width: 1, height: 200)
        scoreNode.position = CGPoint(x: self.frame.width, y: self.frame.height/2)
        scoreNode.physicsBody = SKPhysicsBody(rectangleOfSize: scoreNode.size)
        scoreNode.physicsBody?.affectedByGravity = false
        scoreNode.physicsBody?.dynamic = false
        scoreNode.physicsBody?.categoryBitMask = PhysicsCatagory.Score
        scoreNode.physicsBody?.collisionBitMask = 0
        scoreNode.physicsBody?.contactTestBitMask = PhysicsCatagory.Ghost
        scoreNode.color = SKColor.greenColor()
        
        wallPair = SKNode()
        
