 			{
 				obstacleToTrack = obstacleToAnimate[i];
 				
+				if(obstacleToTrack.alreadyHit == false &&
+				   obstacleToTrack.bounds.intersects(hero.bounds))
+				{
+					obstacleToTrack.alreadyHit = true;
+					obstacleToTrack.rotation = deg2rad(70);
+					hitObstacle = 30;
+					playerSpeed *= 0.5;
+				}
 				if(obstacleToTrack.distance > 0)
 				{
 					obstacleToTrack.distance -= playerSpeed * elapsed;

				case "over":
				break;
			}
		}
		
		private function animateObstacles():void
		{
			var obstacleToTrack:Obstacle;

		
		private function launchHero():void
		{
			this.addEventListener(TouchEvent.TOUCH, onTouch);
			this.addEventListener(Event.ENTER_FRAME, onGameTick);
		}
		
		private function onTouch(event:TouchEvent):void
		{
			touch = event.getTouch(stage);
			
			touchX = touch.globalX;
			touchY = touch.globalY;
		}
		
		private function onGameTick(event:Event):void
