             }
             
         })
+
         
-        if self.jumpMode == true {
             self.currentTime = currentTime
             self.deltaTime = self.currentTime - self.previousTime
             self.previousTime = currentTime
-            self.jumpTime = self.jumpTime + self.deltaTime
-        }
     }
 }
-//test
 
-//test


    override func didMoveToView(view: SKView) {
        
        // Swipe Recognizer Setup
        var swipeUpRecognizer = UISwipeGestureRecognizer(target: self, action: "swipeUpAction:")
        swipeUpRecognizer.direction = UISwipeGestureRecognizerDirection.Up
        self.view?.addGestureRecognizer(swipeUpRecognizer)
        
        var swipeDownRecognizer = UISwipeGestureRecognizer(target: self, action: "swipeDownAction:")
        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
        

        // Determine physics body around Hero
        hero.physicsBody = SKPhysicsBody(circleOfRadius: hero.size.height / 2)

        // hero.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: hero.size.width, height: hero.size.height))

        // hero.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize) // look at later
        hero.physicsBody?.dynamic = true
        hero.physicsBody?.allowsRotation = false
        hero.physicsBody?.categoryBitMask = UInt32(self.heroCategory)
