         }
         
         boundsCheckZombie()
+        moveTrain()
 //        checkCollisions()
         
     }

    func zombieHitSheep(sheep: SKSpriteNode) {
        runAction(sheepCollisionSound)
        sheep.name = "train"
        sheep.setScale(1.0)
        sheep.zRotation = 0
        let turnColor = SKAction.colorizeWithColor(SKColor.blueColor(), colorBlendFactor: 1.0, duration: 0.2)

        }
    }
    
    func moveTrain() {
        var targetPosition = zombie.position
        
        enumerateChildNodesWithName("train") {
            node, _ in
            if !node.hasActions() {
                let actionDuration = 0.3
                let offset = targetPosition - node.position
                let direction = offset.normalized()
                let amountToMovePerSec = direction * self.catMovePointsPerSec
                let amountToMove = amountToMovePerSec * CGFloat(actionDuration)
                let moveAction = SKAction.moveByX(amountToMove.x, y: amountToMove.y, duration: actionDuration)
                node.runAction(moveAction)
            }
            targetPosition = node.position
        }
    }
    
    
    
