title: How to fix this scoring?
body: <p>I'm working on a game, and I want it to count each time something is added to the screen. I have set up <code>NSMutableArrays</code> to contain the content I add to the screen. There are 6 arrays, and each of them spawns an item every x amount of seconds. This is what I've set up for scoring:</p>
  
  <pre><code>if (!_scoreLabel) {
      _scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"DIN Condensed"];
      _scoreLabel.fontSize = 40;
      _scoreLabel.position = CGPointMake(self.frame.size.width - 20, self.frame.size.height - 40);
      _scoreLabel.fontColor = [SKColor colorWithHue:0 saturation:0 brightness:1 alpha:0.5];
      _scoreLabel.zPosition = 2.0;
      [self addChild:_scoreLabel];
  }
  
  //add each debris array
  _scoreLabel.text = [NSString stringWithFormat:@"%d", _debris.count + _debris2.count + _debris3.count + _debris4.count + _debris5.count + _debris6.count];
  </code></pre>
  
  <p>This code works fine for the first little while of playing the game (from <code>_debris1</code> - <code>_debris3</code>) then when <code>debris4</code> and others start spawning, the scoring doesn't properly add 1 by 1. Instead it starts to add clumps of score, (if thats confusing: for the first part of the game, it adds 1 every time a piece of debris is added to the game, then when 4 and others come, it starts to add 3, 7, 3, (random amounts), of score to the <code>_scoreLabel</code>. </p>
  
  <p>Is there any reason as to why this is doing this? <strong>Is it possible to have an <code>NSMutabaleArray</code> contain all of these arrays as children?</strong> Should I be calculating this score differently? </p>
  
  <p>This is a sample <code>spawnDebris</code> method if needed: </p>
  
  <pre><code>-(void)spawnDebris {
  
      SKSpriteNode * debris = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImageNamed:@"debris1.png"] size:CGSizeMake(70, 70)];
      debris.zPosition = 1.0;
  
      debris.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:30];
      debris.physicsBody.allowsRotation = NO;
      debris.physicsBody.categoryBitMask = CollisionDebris;
  
      RandomPosition = arc4random() %300;
      RandomPosition = RandomPosition + 20;
      debris.position = CGPointMake (RandomPosition, self.size.height + 40);
  
      [_debris addObject:debris]; //_debris is the NSMutableArray 
      [self addChild:debris];
  
      //next Spawn:
      [self runAction:[SKAction sequence:@[
          [SKAction waitForDuration:deb1Time],
          [SKAction performSelector:@selector(spawnDebris) onTarget:self],
      ]]];
  
      if (_dead == YES) {
          [self removeAllActions];
      }
  
      if (debris.position.y &gt; 568) {
          [self removeFromParent];
      }
  </code></pre>
  
  <p>Thanks in advanced. <strong>Please let me know if there is any other information required.</strong> </p>