     }
     
     private func runBounce(layer:CALayer, value:Float, blockCompletion: (() -> ())?) {
-        println("call bounce \(self.delay) and \(value)")
         if value <= 3 {
             if let block = blockCompletion {
                 block()

        let currentAnimation = self.animationsList?[self.countAnimation]
        
        currentAnimation?.runAnimation(layer, blockCompletion: { () -> () in
            println("current Time action : \(currentAnimation?.delay)")
            self.countAnimation += 1
            self.execAnimationSequence(layer)
        })

    }
    
    private func runMovePosition(layer: CALayer, position: CGPoint, blockCompletion: (() -> ())?) {
        UIView.animateWithDuration(self.delay, animations: { () -> Void in
            layer.frame = CGRectMake(position.x, position.y, layer.frame.size.width, layer.frame.size.height)
        }) { (Bool) -> Void in
