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

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)

        // TODO if player not running keep boss momentum
        // TODO what to do if player stops and runs? (boss will just be forever closer)

        
        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 {
