title: accessing an SKSpriteNode declared inside a specific method
body: <p>In my GameScene class, I have a method called shootLaser that creates an SKSpriteNode called Laser, and adds it as a child of self. This method is called on a timer every several seconds  </p>
  
  <pre><code>func shootLaser(){
      var Laser = SKSpriteNode(imageNamed: "LaserDot.png")
      Laser.position = CGPointMake(100, 100)
      Laser.physicsBody = SKPhysicsBody(circleOfRadius: 20)
      Laser.physicsBody?.categoryBitMask = PhysicsCatagory.Laser
      Laser.physicsBody?.contactTestBitMask = PhysicsCatagory.Blade
      Laser.physicsBody?.affectedByGravity = false
      Laser.physicsBody?.dynamic = false
      Laser.physicsBody?.density = 0.5   
      self.addChild(Laser)
  }
  </code></pre>
  
  <p>In the update() method, which is automatically called every time a frame is rendered, I try to access the position of the Laser object, but I get an error "Use of unresolved identifier 'Laser'" when I try to set laserLoc to Laser.position</p>
  
  <pre><code>override func update(currentTime: CFTimeInterval)
  {
      /* Called before each frame is rendered */
  
      // moves every value up an index each frame
      let laserLoc = Laser.position
      if (laserPoints[0] != nil){
          for var index = 9; index &gt;= 1; index--
          {
              laserPoints[index] = laserPoints[index - 1]
          }
          laserPoints[0] = CGPointZero
      }
  </code></pre>
  
  <p>I don't seem to have any issues accessing properties of SKSpriteNodes that are declared in the outside any method. Is there a way around this? Thanks in advance!</p>
  
  <p>EDIT:</p>
  
  <p>I am aware that "Laser" is purely local within the shootLaser() method, but just the same, is there a way I can access its properties in the update method?</p>