title: Use SKSpriteNode(s) Multiple Times From An Array
body: <p>The app I'm working on has multiple nodes which are added repeatedly to the game. What I have been doing is creating new SKSpriteNodes using an array of texture, and once the node has been added, I assign that node with a specific physics body. But what I would like to do is instead of a having an array of textures, have an array of SKSpriteNodes with the physics body pre-assigned.</p>
  
  <p>I believe I have figured out how to do this, the problem I have is when I try to add that SKSpriteNode more then once to the scene. </p>
  
  <p>For example, below is I'm been playing around with, which works, but if I add another line of addChild(arraySegment_Type1[0] as SKSpriteNode), I get an error and the app crashes.</p>
  
  <pre><code>override func didMoveToView(view: SKView) {
  
      anchorPoint = CGPointMake(0.5, 0.5)
  
      var arraySegment_Type1:[SKSpriteNode] = []
      var sprite = SKSpriteNode(imageNamed: "myimage")
  
      sprite.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(sprite.size.width, sprite.size.height))
      sprite.physicsBody?.dynamic = false
      sprite.name = "mysprite"
  
      arraySegment_Type1.append(sprite)
  
      addChild(arraySegment_Type1[0] as SKSpriteNode)
  
  }
  </code></pre>
  
  <p>Does anybody know how I would be able to load SKSpriteNodes multiple times from an array?</p>