             
             self.scene?.isUserInteractionEnabled = false
             self.overScreen?.run(SKAction.scale(to: 4.0, duration: 1.5))
+            self.playerDidDie = true
         }
     }
     

    
    // MARK: Spawn other enemies
    func spawnEnemies() {
        let enemyNumber = Int(arc4random_uniform(3))
        let waitRandom = SKAction.wait(forDuration: TimeInterval(arc4random_uniform(UInt32(2))))
        let enemy = SKEnemyNode(texture: textureMatrix[enemyNumber][0])
        let randomTime = 15 + Int(arc4random_uniform(10))
        let scale = CGFloat(UInt32(5) + (arc4random_uniform(UInt32(3))))/10
        
        enemy.textureArray = textureMatrix[enemyNumber]
        
        // Add enemy to scene
        enemy.position = CGPoint(x: self.size.width/2 - CGFloat(arc4random_uniform(UInt32(self.size.width))),
                                 y: self.size.height * 0.55 + CGFloat(arc4random_uniform(UInt32(self.size.height/9))))
        let moveEnemy = SKAction.moveBy(x: CGFloat((self.size.width/2) - CGFloat(arc4random_uniform(UInt32(self.size.width)))) - enemy.position.x,
                                        y: (self.size.height * -3/5) - enemy.position.y, duration: Double(randomTime))
        enemy.zPosition = 2
        enemy.xScale = scale
        enemy.yScale = scale
        self.addChild(enemy)
        
        enemyArray.append(enemy)
        
        // Spawn more enemies
        enemy.run((SKAction.sequence([moveEnemy, waitRandom,SKAction.removeFromParent()])), completion: {
            for _ in 0...1 {
                self.spawnEnemies()
            }
        })
    }
    
    // MARK: Checks player death

    let textureAtlas = SKTextureAtlas(named: "Enemy Sprite Atlas")
    var textureMatrix = [[SKTexture?]](repeating: [SKTexture?](repeating: nil, count: 4), count: 3)
    var enemyArray = [SKEnemyNode?](repeating: nil, count: 0)
    var playerDidDie = false
    
    // MARK: Configuration variables.
    let spinnyStuff = UserDefaults.standard.value(forKey: "spinnyStuff") ?? false
