title: How to Create "identical" SpriteNodes that hold the same methods?
body: <p>I'm super new to coding (like I started yesterday new). I'm trying to make the same SpriteNode appear multiple times that follow the same methods. For example, the game starts off with one Node that reacts to touch and after you reach 5 points another appears, after 15 another and so on... I have been able to spawn a spriteCopy at 5 points; however I cannot get it to respond to touch like the original node. I'm sure it's something super simple I just don't have the experience. Thanks.</p>
  
  <p>Here is my code so far:</p>
  
  <pre><code>class GameScene: SKScene {
  var sprite: SKSpriteNode!
  var touchPoint: CGPoint = CGPoint()
  var touching: Bool = false
  var score: Int = 0
  let scoreTextNode = SKLabelNode(fontNamed: "Helvetica Neue UltraLight")
  
  override func didMoveToView(view: SKView) {
  
      sprite = SKSpriteNode(imageNamed: "PongBall")
      sprite.position = CGPoint(x: 500,y: 500)
      sprite.size = CGSize(width: 75, height: 75)
      sprite.physicsBody = SKPhysicsBody(circleOfRadius: 37.5)
      self.addChild(sprite)
  
      scoreTextNode.text = "\(score)"
      scoreTextNode.fontSize = 70
      scoreTextNode.fontColor = SKColor.blackColor()
      scoreTextNode.position = CGPoint (x: 680.734, y: 700.941)
      self.addChild(scoreTextNode)
  }
  
  
  
  override func touchesBegan(touches: Set&lt;UITouch&gt;, withEvent event: UIEvent?) {
  
      let touch = touches.first as UITouch!
      let location = touch.locationInNode(self)
      if sprite.frame.contains(location) {
          touchPoint = location
          touching = true
      }
  
      if touchPoint == location {
          self.score += 1
          self.scoreTextNode.text = "\(score)"
      }
  
      let spriteCopy = sprite.copy() as! SKSpriteNode
      if score == 5 {
          self.addChild(spriteCopy)
      }
  }
  
  
  override func touchesMoved(touches: Set&lt;UITouch&gt;, withEvent event: UIEvent?) {
  
      let touch = touches.first as UITouch!
      let location = touch.locationInNode(self)
      touchPoint = location
  
  
  }
  override func touchesEnded(touches: Set&lt;UITouch&gt;, withEvent event: UIEvent?) {
      touching = false
  }
  
  override func update(currentTime: CFTimeInterval) {
  
      if touching {
          let dt:CGFloat = 1.0/30.0
          let distance = CGVector(dx: touchPoint.x-sprite.position.x, dy: touchPoint.y-sprite.position.y)
          let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
          sprite.physicsBody!.velocity=velocity
      }
  
  }
  </code></pre>
  
  <p>}</p>