         bench.zPosition = 110
         bench.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 105, height: 30))
         bench.physicsBody?.dynamic = false
-         bench.physicsBody?.categoryBitMask = UInt32(self.obstacleCategory)
+        bench.physicsBody?.categoryBitMask = UInt32(self.obstacleCategory)
         bench.physicsBody?.node?.name = "bench"
         vertical.addChild(bench)
         

    }
    
    // MARK: - TOUCHES BEGAN
    override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
        var touch = touches.anyObject() as UITouch
        var location = touch.locationInNode(self)

        benchLoseContact.size = CGSize(width: 1, height: bench.size.height)
        benchLoseContact.color = SKColor.blackColor() // Delete later
        benchLoseContact.position = CGPointMake(CGRectGetMaxX(self.frame) + CGFloat(randX) - bench.size.width / 2, self.roadSize!.height + bench.size.height / 2)
        benchLoseContact.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 1, height: bench.size.height))
        benchLoseContact.physicsBody?.dynamic = false
        benchLoseContact.physicsBody?.categoryBitMask = UInt32(self.contactCategory)
        vertical.addChild(benchLoseContact)
