Probably not the most elegant solution but here is how i have added SKSpriteNodes to a SKNode (container). containerArray contains the nodes that should be added. The newSpriteName (NSString) is used when deciding if the sprite is displayed with it's front side or back side.
// Add a container
_containerNode = [SKNode node];
_containerNode.position = _theParentNodePosition;
_containerNode.name = @"containerNode";
[_background addChild:_containerNode];
for (SKNode *aNode in containerArray) {
if (![aNode.name isEqualToString:@"background"] && ![aNode.name isEqualToString:@"title1"] && ![aNode.name isEqualToString:@"title2"]) {
// Check if "back" sprite should be added or the front face
if ([[aNode.name substringFromIndex:[aNode.name length] - 1] isEqualToString:@"b"]) {
newSpriteName = @"back";
} else {
newSpriteName = aNode.name;
}
// Prepare the new node
SKSpriteNode *newNode = [SKSpriteNode spriteNodeWithImageNamed:newSpriteName];
newNode.name = aNode.name;
newNode.zPosition = aNode.zPosition;
newNode.position = CGPointMake(aNode.position.x - _theParentNodePosition.x, aNode.position.y - _theParentNodePosition.y);
// Delete the old node
SKNode *deleteNode = [_background childNodeWithName:aNode.name];
[deleteNode removeFromParent];
// Add the new node
[_containerNode addChild:newNode];
}
}
And then do a rotation as DrummerB suggested