     }
     
     
-    override func update(_ currentTime: TimeInterval) {
-        // Called before each frame is rendered
-    }
 }


    private var mainLayer : SKNode?
    private var cannon : SKSpriteNode?
    
    
    override func didMove(to view: SKView) {

//        if let label = self.label {
//            label.run(SKAction.init(named: "Pulse")!, withKey: "fadeInOut")
//        }
        didShoot = true
        
        for t in touches { self.touchDown(atPoint: t.location(in: self)) }
    }
    
