         // TODO if player not running keep boss momentum
         // TODO what to do if player stops and runs? (boss will just be forever closer)
 
-        // TODO cutscene
-        // 1) boss is sleeping, player runs past, when run far enough stun player, black bars appear on top and bottom (to indicate cut scene), boss appears on left side, begins chasing player when player moves
         
-        if awake {
-            // Chase player by acceleration
+        if state == BossState.Chasing {
+            // Chase player
             let dir = Utility.direction(bossPos.x, x2: playerPos.x)
             node!.physicsBody!.velocity.dx = dir * Constants.PlayerSpeed
 //            if Player.dying {

class Boss {
    static var sprites:[String:[SKTexture]] = [String:[SKTexture]]()
    static var node:SKNode?
    static var awake:Bool = false
    
    class func initialize(node: SKNode) {
        Boss.loadSprite(Constants.Sprite_BossAppear, frames: 4)

        node!.removeAllActions()
        (node as! SKSpriteNode).texture = SKTexture(imageNamed: "bossAppear_00")
        
        state = BossState.Sleeping
    }
    
    class func getPos() -> CGPoint {
