         ghost.physicsBody = SKPhysicsBody(circleOfRadius: ghost.frame.height/2)
         ghost.physicsBody?.categoryBitMask = PhysicsCatagory.Ghost
         ghost.physicsBody?.collisionBitMask = PhysicsCatagory.Ground | PhysicsCatagory.Wall
-        ghost.physicsBody?.contactTestBitMask = PhysicsCatagory.Ground | PhysicsCatagory.Wall
+        ghost.physicsBody?.contactTestBitMask = PhysicsCatagory.Ground | PhysicsCatagory.Wall | PhysicsCatagory.Score
         ghost.physicsBody?.dynamic = true
         ghost.physicsBody?.affectedByGravity = false
         

    var gameStarted = Bool()
    
    override func didMoveToView(view: SKView) {
        
        ground = SKSpriteNode(imageNamed: "ground")
        ground.setScale(0.5)

import SpriteKit

struct PhysicsCatagory {
    static let Ghost    : UInt32 = 0x1 << 1
    static let Ground   : UInt32 = 0x1 << 2
    static let Wall     : UInt32 = 0x1 << 3
    static let Score    : UInt32 = 0x1 << 4
}


class GameScene: SKScene, SKPhysicsContactDelegate{
    
    var ground = SKSpriteNode()
    var ghost = SKSpriteNode()
