         
         for enemy in enemyArray {
             if enemy!.intersects(badGuys!) {
+                enemy?.deteriorate()
                 if badGuys!.particleBirthRate * 5 < enemy!.health {
-                    enemy?.deteriorate()
                     badGuys?.particleBirthRate *= 0.999
-                } else {
-                    enemy?.deteriorate()
-                    badGuys?.particleBirthRate += enemy!.health * (1 - enemy!.deteriorationRate)
                 }
             }
         }

        badGuys?.particleBirthRate = 0.5
        badGuys?.position = CGPoint(x: 0, y: 0)
        self.overScreen?.run(SKAction.scale(to: 0, duration: 1.5))
        
    }
    
    // MARK: Score update

                case .finishHim:
                    self.isHidden = false
                    _ = gameScene?.enemyArray.remove(at: (gameScene?.enemyArray.index(where: { $0 == self }))!)
                    gameScene?.badGuys?.particleBirthRate += 0.25
                    gameScene?.spawnEnemies()
                    self.removeFromParent()
            }
