         }
         let y = CGFloat.random(node.frame.height, frame.height - node.frame.height)
         node.position = CGPoint(x: x, y: y)
-        
-        node.physicsBody?.isDynamic = true
-        node.physicsBody?.affectedByGravity = false
-        node.physicsBody?.allowsRotation = false
-        node.physicsBody?.friction = 0
-        node.physicsBody?.linearDamping = 3
-        
         super.addChild(node)
     }
     

            frame.origin.x -= frame.size.width / 2
            return frame
        }())
        magneticField.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height / 2)
    }
    
//    override init(size: CGSize) {

    
    class func make(radius: CGFloat, color: UIColor, text: String, image: String) -> Node {
        let node = Node(circleOfRadius: radius)
        node.physicsBody = {
            let body = SKPhysicsBody(circleOfRadius: radius + 1)
            body.isDynamic = true
            body.affectedByGravity = false
            body.allowsRotation = false
            body.mass = 0.3
            body.friction = 0
            body.linearDamping = 3
            return body
        }()
        node.fillColor = .black
        node.strokeColor = .clear
        node.image = image
