The name of the sprite has no real bearing on identification in regards to movement. You can either make one sprite the parent and attach all other sprites as children. Doing this will make all children move when you move the parent or you can dump all the sprites into an array and move each one separately in a loop.
Updated to include parent/child example
Below is an example of parent/child. When you tap the screen, the parent sprite is move +10 on x and y. The child will move along with the parent.
Keep in mind that the child position is in relation to the parent and not the view.
#import "MyScene.h"
@implementation MyScene
{
SKSpriteNode *mainSprite;
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
self.physicsWorld.contactDelegate = self;
mainSprite = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(50, 50)];
mainSprite.position = CGPointMake(100, 100);
[self addChild:mainSprite];
SKSpriteNode *child1 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(20, 20)];
child1.position = CGPointMake(40, 40);
[mainSprite addChild:child1];
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
mainSprite.position = CGPointMake(mainSprite.position.x+10, mainSprite.position.y+10);
}
-(void)update:(CFTimeInterval)currentTime
{
//
}
@end