     
     override func update(currentTime: CFTimeInterval) {
         /* Called before each frame is rendered */
+        if activeEnemies.count > 0 {
+            for node in activeEnemies {
+                if node.position.y < -140 {
+                    node.removeFromParent()
+                    
+                    if let index = activeEnemies.indexOf(node) {
+                        activeEnemies.removeAtIndex(index)
+                    }
+                }
+            }
+        } else {
+            if !nextSequenceQueued {
+                RunAfterDelay(popupTime, block: { [unowned self] in
+                    self.tossEnemies()
+                })
+            }
+            nextSequenceQueued = true
+        }
+        
+        var bombCount = 0
+        
+        for node in activeEnemies {
+            if node.name == "bombContainer" {
+                bombCount += 1
+                break
+            }
+        }
+        
+        if bombCount == 0 {
+            // no bombs - stop the fuse sound!
+            if bombSoundEffect != nil {
+                bombSoundEffect.stop()
+                bombSoundEffect = nil
+            }
+        }
     }
     
     override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {

        createScore()
        createLives()
        createSlices()
    }
    
    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

//

import SpriteKit
import AVFoundation

enum SequenceType: Int {
    case OneNoBomb, One, TwoWithOneBomb, Two, Three, Four, Chain, FastChain
}

enum ForceBomb {
    case Never, Always, Default
}

class GameScene: SKScene {
    
