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

    }
    
    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
