     /// Update the player's texture based on state
     private func updatePlayerTexture(player: Player, withNode node: SKSpriteNode) {
         switch player.physicalState {
-        case .Ducking(_):
-            removeGestureRecognizers()
-            node.texture = playerDuckTexture
-        case .Jumping(_):
-            removeGestureRecognizers()
-            node.texture = playerJumpTexture
-        case .Running, .Stationary, .Invulnerable(_):
-            addGestureRecognizers()
-            node.texture = playerTexture
+            case .Ducking(_):
+                removeGestureRecognizers()
+                node.texture = playerDuckTexture
+            case .Jumping(_):
+                removeGestureRecognizers()
+                node.texture = playerJumpTexture
+            case .Running, .Stationary, .Invulnerable(_):
+                addGestureRecognizers()
+                node.texture = playerTexture
         }
     }
     
     private func updateState(player: Player, withNode node: SKSpriteNode) {
         switch player.state {
-        case .Lost:
-            // TODO handle updates to player states
-            break;
-        default:
-            return
+            case .Lost:
+                // TODO handle updates to player states
+                break
+            default:
+                return
         }
     }
     

        }
        
        switch propertyName {
        case "xCoordinate", "yCoordinate":
            updatePositionFor(player, withNode: node)
        case "zCoordinate":
            updateJumpingPositionFor(player, withNode: node)
        case "physicalState":
            updatePlayerTexture(player, withNode: node)
        case "state":
            updateState(player, withNode: node)
        default:
            return
        }
    }
    

    /// Handle the updating of appropriate nodes when changes are made to the game state
    private func handleUpdateGameState(propertyName: String) {
        switch propertyName {
            case "gameIsOver":
                gameDidEnd()
            case "obstacles":
                handleChangesToObstacles()
            default:
                return
        }
    }
    
