 class GameScene: SKScene {
     override func didMoveToView(view: SKView) {
         /* Setup your scene here */
-        //        let myLabel = SKLabelNode(fontNamed:"Chalkduster")
-        //
-        //        myLabel.text = "Hello, World!";
-        //        myLabel.fontSize = 65;
-        //        myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
-        //
-        //        self.addChild(myLabel)
         let center = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
 
         for s in [sprite1, sprite2, sprite3, sprite4] {


    }

    let sprite_size = CGSize(width: 30, height: 30)
//    TODO: How can I use this variable in the definitions below?

    let sprite1 = SKSpriteNode(color: UIColor(red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0), size: CGSize(width: 30, height: 30))
    let sprite2 = SKSpriteNode(color: UIColor(red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0), size: CGSize(width: 30, height: 30))

        for touch: AnyObject in touches {
            let location = touch.locationInNode(self)

            selected[touch as UITouch] = nodeAtPoint(location)

        }
    }

    override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
        for touch: AnyObject in touches {
            selected[touch as UITouch] = nil

        }
    }

    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
