         let foregroundTexture = imagesAtlas.textureNamed("Bottom_Scroller")
         foregroundTexture.filteringMode = SKTextureFilteringMode.Nearest
         
-        let foregroundMove = SKAction.moveByX(-self.frame.width * 2.0, y:0, duration: 5)
-        let foregroundReset = SKAction.moveByX(self.frame.width * 2.0, y:0 , duration: 0)
-        let foregroundActions = SKAction.repeatActionForever(SKAction.sequence([foregroundMove, foregroundReset]))
+        let foregroundMove = SKAction.moveByX( -self.frame.width * 2.0, y:0, duration: 5 )
+        let foregroundReset = SKAction.moveByX( self.frame.width * 2.0, y:0 , duration: 0 )
+        let foregroundActions = SKAction.repeatActionForever( SKAction.sequence( [foregroundMove, foregroundReset] ) )
         
         for i in 0...3 {
             let foreground = SKSpriteNode(texture: foregroundTexture)
-            foreground.position = CGPointMake(CGFloat(i) * foregroundTexture.size().width, foregroundTexture.size().height * 0.5 )
+            foreground.position = CGPointMake( CGFloat(i) * foregroundTexture.size().width, foregroundTexture.size().height * 0.5 )
             foreground.runAction(foregroundActions);
             
             foreground.physicsBody = SKPhysicsBody(rectangleOfSize:foreground.size)

   
    func addSkyline () {

        // TODO: there are two bugs, 1) there is a pixel between sprites. 2) there is a jump between the 3rd and 1st sprite
        
        let skylineTexture           = imagesAtlas.textureNamed( "Day_Background" )
        skylineTexture.filteringMode = SKTextureFilteringMode.Nearest

        // TODO: create some pipes with some duratuon
        // TODO: track score of pipes passed
        
        // forwardMovement.speed = 1.0
        
    }
    
    // MARK: #===== Frame Update =====#
