title: Resizing Sprite Kit Node using Pinch Gesture
body: <p>I'm trying to implement pinch gesture recognizer to resize my sprite node. I'm using <code>setScale(sender.scale)</code> to do that, but every time I lift my fingers and try to pinch again, my sprite reset to 1.0 scale before scaling to the pinch again.</p>
  
  <p>What I want is when I re-pinch the screen, the sprite size stays as it is, and it grow bigger as I pinch out or smaller as I pinch in, so I can keep pinching to make it as big or as small as it can. How to do this?</p>
  
  <p>Here's my code.</p>
  
  <pre><code>var pizza = PizzaSprite()
  
  override func didMove(to view: SKView) {
  
      let pinchGesture = UIPinchGestureRecognizer(target: self, action: #selector(self.handlePinchFrom(_:)))
  
      pizza = PizzaSprite(size: self.frame.width * 0.25)
  
      self.addChild(pizza)
  
      self.view?.addGestureRecognizer(pinchGesture)
  
  }
  
  func handlePinchFrom(_ sender: UIPinchGestureRecognizer) {
  
      if sender.state == .began {
  
      } else if sender.state == .changed {
  
          pizza.setScale(sender.scale)
  
      } else if sender.state == .ended {
  
      }
  
  }
  </code></pre>
  
  <p>Here's the PizzaSprite class</p>
  
  <pre><code>init() {
      let texture = SKTexture(imageNamed: "demPizza")
      super.init(texture: texture, color: UIColor.clear, size: texture.size())
  }
  
  init(size: CGFloat) {
      let texture = SKTexture(imageNamed: "demPizza")
      super.init(texture: texture, color: UIColor.clear, size: CGSize(width: size, height: size))
  }
  
  
  required init?(coder aDecoder: NSCoder) {
      fatalError("init(coder:) has not been implemented")
  }
  </code></pre>