     override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
         for t in touches {
             print("Position: \(t.location(in: view))")
-            print("plsyer: \(xPlPos),\(yPlPos)")
+        
+            print("player: \(xPlPos),\(yPlPos)")
             print(UIScreen.main.bounds.width)
             
             if (self.nodes(at: t.location(in: self)).contains(UP)) {

class GameScene: SKScene {
    
    var xPlPos = UIScreen.main.bounds.width*0.5
    var yPlPos = (UIScreen.main.bounds.height * 0.5)
    var xUpPos = (UIScreen.main.bounds.width-50.0)
    var yUpPos = (UIScreen.main.bounds.height-50.0)
    
    let UP: SKSpriteNode = SKSpriteNode(imageNamed: "UP")
    let player: SKSpriteNode? = nil

        let UP = SKSpriteNode(imageNamed: "UP")
        let player = self.childNode(withName: "player")
        let proj = SKSpriteNode(imageNamed: "projectile")
        UP.position = CGPoint(x: xUpPos, y: yUpPos)
        
        player?.position = CGPoint(x: xPlPos, y: yPlPos)
        proj.position = CGPoint(x: xPlPos, y: yPlPos)
        addChild(proj)
