         pipeUp.physicsBody.dynamic = false
         pipePair.addChild(pipeUp)
         
-        pipePair.runAction(movePipesAndRemove);
+        pipePair.runAction(movePipesAndRemove)
         self.addChild(pipePair)
     }
     

        pipeTextureDown.filteringMode = SKTextureFilteringMode.Nearest
        
        // create the pipes movement actions
        var distanceToMove = CGFloat(self.frame.size.width + 2.0 * pipeTextureUp.size().width);
        var movePipes = SKAction.moveByX(-distanceToMove, y:0.0, duration:NSTimeInterval(0.01 * distanceToMove));
        var removePipes = SKAction.removeFromParent();
        movePipesAndRemove = SKAction.sequence([movePipes, removePipes]);
        
        // spawn the pipes
        var spawn = SKAction.runBlock({() in self.spawnPipes()})

    
    func spawnPipes() {
        var pipePair = SKNode()
        pipePair.position = CGPointMake( self.frame.size.width + pipeTextureUp.size().width * 2, 0 )
        pipePair.zPosition = -10
        
        var height = UInt32( self.frame.size.height / 4 )
        var y = arc4random() % height + height
        
        var pipeDown = SKSpriteNode(texture: pipeTextureDown)
        pipeDown.setScale(2.0)
