   }
   
   @IBAction func iceCubePurchaseValueChanged(sender: UIStepper) {
+    if iceCubesToPurchase > Int(iceCubePurchaseStepper.value) {
+      supplies.money += price.ice
+      supplies.iceCubes -= 1
+    }
+    else {
+      if supplies.money >= price.ice {
+        supplies.money -= price.ice
+        supplies.iceCubes += 1
+      } else {
+        iceCubePurchaseStepper.value -= 1
+        //iceCubePurchaseStepper.maximumValue = iceCubePurchaseStepper.value
+        showAlertWithText(message: outOfMoney)
+      }
+    }
+    
     iceCubesToPurchase = Int(iceCubePurchaseStepper.value)
     updateMainView()
   }

  var lemonsToMix = 0
  var iceCubesToMix = 0
  
  override func viewDidLoad() {
    super.viewDidLoad()
    // Do any additional setup after loading the view, typically from a nib.

  
  @IBAction func lemonPurchaseValueChanged(sender: UIStepper) {
    if lemonsToPurchase > Int(lemonPurchaseStepper.value) {
      supplies.money += price.lemon
      supplies.lemons -= 1
    }
    else {
      if supplies.money >= price.lemon {
        supplies.money -= price.lemon
        supplies.lemons += 1
      } else {
        // Do this "else" check after updateMainView?
        lemonPurchaseStepper.value -= 1
        //lemonPurchaseStepper.maximumValue = lemonPurchaseStepper.value
        showAlertWithText(message: outOfMoney)
      }
    }
    
