I suppose you could do this too:
SKSpriteNode* currentSprite = [SKSpriteNode spriteNodeWithTexture:[_arrayImg objectAtIndex:1]]; [currentSprite setName:[NSString stringWithFormat:@"%@", [_arrayImg objectAtIndex:1]]];
then find SKSpriteNode do,
SKSpriteNode* currentSprite = (SKSpriteNode*)[self childNodeWithName:[NSString stringWithFormat:@"%@", [_arrayImg objectAtIndex:1]]]
or find out the name of the image SKSpriteNode do,
for (SKNode* node in self.children) { if ([node isKindOfClass:SKSpriteNode.class]) { SKSpriteNode* sprite = (SKSpriteNode*)node; NSString* name = sprite.name; } }
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