         super.init()
         
         self.position = node.position
+        self.zPosition = node.zPosition
+        self.name = node.name
     }
     
     required public init?(coder aDecoder: NSCoder) {
         fatalError("init(coder:) has not been implemented")
     }
-    
-    private func getMostRightPositionX()->CGFloat {
-        return getMostRightChildnode()!.position.x+node.size.width
-    }
-    
     
     private func getMostRightChildnode()->SKNode? {
         var mostRightNode:SKNode? = nil

 Usage:
 Designed for this kind of pattern
 GameScene  -> world            -> backgroundNodes -> place your EndlessBackground(s) here
                                -> e.g. platforms
                                -> e.g. interactive sprites
                                -> e.g. characters -> hero
                                                   -> enemies
            -> camera -> fixed stuff, e.g. control UI

 
 Add your EndlessBackground object to your backgroundNodes or world and call its draw() method in your didMoveToView for initializing.
 After that just call triggerDraw() in your GameScenes didFinishUpdate()

//
//

import SpriteKit

/*
