         ground.physicsBody?.dynamic = false
         ground.physicsBody?.categoryBitMask = UInt32(self.groundCategory)
 
-        println(self.frame.size.width)
-        println(groundTexture.size().height * 2)
+        //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.jumpTime = self.jumpTime + self.deltaTime
        }
    }
}
//test

//test

        swipeDownRecognizer.direction = UISwipeGestureRecognizerDirection.Down
        self.view?.addGestureRecognizer(swipeDownRecognizer)

        // Physics - Setting Gravity to Game World
        self.physicsWorld.gravity = CGVectorMake(0.0, -9.8)
        self.physicsWorld.contactDelegate = self
        
        // City Background [Tina]
        for var index = 0; index < 2; ++index {
            let bg = SKSpriteNode(imageNamed: "bg\(index).jpg")
            bg.anchorPoint = CGPointZero
