public void executePowerUp(PowerupNode node){
        PowerupPlayer powerup = node.powerup;

        if(powerup == null)
            return;

        switch(powerup.addsFeature){
            case BOMB_MAX_COUNT:
                combatSystem.updateBombLayer(node.entity_target, null, null, powerup.amount, null);
                break;
            case BOMB_TEMP_COUNT:
                combatSystem.updateBombLayer(node.entity_target, null, null, null, powerup.amount);
                break;
            case CAN_JUMP:

                break;
            case CAN_PUSH:

                break;
            case FLAME_LENGTH:
                combatSystem.updateBombLayer(node.entity_target, powerup.amount, null, null, null);
                break;
            case SPEED:
                movementSystem.updateMoveable(node.entity_target, powerup.amount);
                break;
            case DAMAGE:
                combatSystem.updateBombLayer(node.entity_target, null, powerup.amount, null, null);

        }
    }