     private var distanceToMove: CGFloat = 0
     private var fingerOnScreenTime: Double = 0
     private var playerShouldMove: Bool = false
+    private var playerMovingRight: Bool = false
     
     // MARK: Lifecycle
     override func didMoveToView(view: SKView) {

        print("You are touching the screen!")
        touchPosition = touch.locationInNode(self)
        print("The touch position is \(touchPosition)")
        playerShouldMove = true
        movePlayerToTouchPosition(location: touchPosition)
        

            fingerOnScreenTime += 0.1
        } else { return }
        
        //if abs(distanceToMove) < 0.2 { return }
       
//        if distanceToMove >= 0 {
//            distanceToMove -= CGFloat(fingerOnScreenTime)
//            player.position = CGPointMake(player.position.x + CGFloat(fingerOnScreenTime), player.position.y)
//        } else if  distanceToMove < 0 {
//            distanceToMove += CGFloat(fingerOnScreenTime)
//            player.position = CGPointMake(player.position.x - CGFloat(fingerOnScreenTime), player.position.y)
//        }
        if playerMovingRight {
            player.position = CGPointMake(player.position.x + CGFloat(fingerOnScreenTime), player.position.y)
        } else { player.position = CGPointMake(player.position.x - CGFloat(fingerOnScreenTime), player.position.y) }
    }
    
    // MARK: Sounds
