 		worldNode = SKNode()
 		
 		// Add initial state
-		let aliveCells: [(x: Int, y: Int)] = [(19, 20), (20, 20), (20, 21), (20, 19)]
+//		let aliveCells: [(x: Int, y: Int)] = [(19, 20), (20, 20), (20, 21), (20, 19)]
+		let aliveCells: [(x: Int, y: Int)] = [(19, 20), (20, 20), (21, 20)]
 		for cell in aliveCells {
 			let _ = world.update(state: .alive, x: cell.x, y: cell.y)
 		}

		worldNode.addChild(sprite)
		
		if withAnimation {
			sprite.run(SKAction.fadeIn(withDuration: 0.6))
		}
	}
	
	func remove(cell: Cell, withAnimation: Bool = true) -> Void {
		if let node: SKSpriteNode = nodesInWorld[cell] {
			let completion = { [unowned self] in
				let _ = self.nodesInWorld.removeValue(forKey: cell)
			}
			
			if withAnimation {
				node.run(SKAction.sequence(
					[
						SKAction.fadeOut(withDuration: 0.6),
						SKAction.removeFromParent()
					]), completion: completion)
			} else {
				node.run(SKAction.removeFromParent()
					,completion: completion)
			}
		}
	}

			return
		}
		
		if currentTime - lastUpdate < 0.5 {
			return
		}
		
