      Xvector = (pointer.x - player.x) * 1.1;
                Yvector = (pointer.y - player.y) * 3; 
                player.body.moves = true;
                player.body.gravity.setTo(0, 180);
                player.body.velocity.setTo(Xvector, Yvector);
            }
        }

        function update() {

            pointer.rotation = game.physics.arcade.angleBetween(pointer, player);
            
            //  Track the player sprite to the mouse    
            if (catchFlag)
            {   
      