         scoreUpdate()
         checkDeath()
         removeOffScreenEnemies()
-        
     }
     
     // MARK: Platform conditional SKView initialization

    // MARK: Internal enemy state
    var deteriorationStage: Deterioration = .perfectShape
    let deteriorationRate: CGFloat = 0.990
    var health: CGFloat = 4.0
    var textureArray: [SKTexture?]?
    

    // MARK: Remove Enemies Off Screen
    func removeOffScreenEnemies() {
        for enemy in enemyArray {
            if !(enemy?.intersects(self))! && Date().timeIntervalSince(enemy!.birthTime) > 3.0 {
                enemyArray.remove(at: enemyArray.index(where: { $0 == enemy })!)
                enemy?.removeFromParent()
                spawnEnemies()
