     }
 
     // MARK: Kill the bird that was hit
-    func killSelectedBirdFromArray(selectedBirdIndex Index: Int) -> Void {
+    func killSelectedBird(atIndex index: Int) -> Void {
         let birdFall = SKAction.repeat(SKAction.moveBy(x: 0, y: CGFloat(-3 * birdSpeed), duration: 0.1),
-                                       count: (Int((1.2 * (birdArray[Index]?.position.y)!)) / (2 * birdSpeed)))
+                                       count: (Int((1.2 * (birdArray[index]?.position.y)!)) / (2 * birdSpeed)))
         let birdDeathSequence = SKAction.sequence([birdFall, SKAction.removeFromParent()])
 
-        self.birdArray[Index]?.run(birdDeathSequence)
-        self.birdArray.remove(at: Index)
-    }
-
-    // MARK: Sword nerfing (not yet used)
-    func swordCollision(theSword targetSword: SKSpriteNode) -> Void {
-        targetSword.run(SKAction.removeFromParent())
-    }
-
+        self.birdArray[index]?.run(birdDeathSequence)
+        self.birdArray.remove(at: index)
+    }
 }

            for i in self.nodes(at: touch.location(in: self)) {
                if i.name == "shootButton" {
                    buttonTapped = true
                    fireSwords(charcLocation: (self.charc?.position)!)
                }
            }
            

    // MARK: Actions
    var moveUp = SKAction.moveBy(x: 0, y: 120, duration: 0.3)
    var moveDown = SKAction.moveBy(x: 0, y: -120, duration: 0.3)
    
    // MARK: When view loads
    override func didMove(to view: SKView) {
        // Debug information
        print("Scene Dimensions")
