     player.y = 400 + oppositeY;
                    line.height = distance;
                }
                else
                {
                    player.x = game.input.activePointer.worldX;
                    player.y = game.input.activePointer.worldY;
                    line.height = distance;
                }
                
                pointer.alpha = 1;
                line.alpha = 0.5;
                line.rotation = pointer.rotation - Math.PI/2;
                launchVelocity = line.he