         hud.run(actionFade)
         menu.run(actionFade)
     }
-    
-    override func updateNodes()
-    {
-        hud.update(elapsedTime:elapsedTime)
-    }
 }

        
        flowerPot.animateAppear()
        
        spawnFlowerFor(flowerPot:flowerPot)
    }
    
    private func spawnFlowerFor(flowerPot:MOptionPollutedGardenFlowerPot)
    {
        
    }
    
    private func showTitle()


class MOptionPollutedGardenSceneGame:MOptionSceneGame<MOptionPollutedGarden, COptionPollutedGarden>
{
    private var petunias:[MOptionPollutedGardenPetunia]
    private weak var hud:MOptionPollutedGardenHud!
    private weak var menu:MOptionPollutedGardenMenu!
    private weak var floor:MOptionPollutedGardenFloor!
