 //
 
 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 {
     

    var activeSlicePoints = [CGPoint]()
    
    var swooshSoundActive = false
    
    override func didMoveToView(view: SKView) {
        /* Setup your scene here */

    
    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?) {
