     
     func spawnPipes() {
         var pipePair = SKNode()
-        pipePair.position = CGPointMake( self.frame.size.width + pipeTextureUp.size().width * 2, 0 );
-        pipePair.zPosition = -10;
+        pipePair.position = CGPointMake( self.frame.size.width + pipeTextureUp.size().width * 2, 0 )
+        pipePair.zPosition = -10
         
         var height = UInt32( self.frame.size.height / 4 )
-        var y = arc4random() % height + height;
+        var y = arc4random() % height + height
         
         var pipeDown = SKSpriteNode(texture: pipeTextureDown)
         pipeDown.setScale(2.0)

        pipeUp.physicsBody.dynamic = false
        pipePair.addChild(pipeUp)
        
        pipePair.runAction(movePipesAndRemove);
        self.addChild(pipePair)
    }
    

        for var i:CGFloat = 0; i < 2.0 + self.frame.size.width / ( skyTexture.size().width * 2.0 ); ++i {
            var sprite = SKSpriteNode(texture: skyTexture)
            sprite.setScale(2.0)
            sprite.zPosition = -20
            sprite.position = CGPointMake(i * sprite.size.width, sprite.size.height / 2.0 + groundTexture.size().height * 2.0)
            sprite.runAction(moveSkySpritesForever)
            self.addChild(sprite)
