SO I created a game where you tap balls to make them jump up. You get a point for every tap. Why do my sprites start flashing when I reach 10 points. I'm thinking it has something to do with the update(timeInterval) method. It may be a bug or bad coding.
import SpriteKit
class GameScene: SKScene {
let backgroundNode = SKSpriteNode(imageNamed: "redbackground")
override func didMoveToView(view: SKView) {
    backgroundNode.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
    self.addChild(backgroundNode)
 //=======Ball 1=======//
    let ball = Ball()
    ball.position = CGPoint(x:self.frame.midX, y:440)
    addChild(ball)
    ball.physicsBody = SKPhysicsBody(circleOfRadius: 90)
    ball.physicsBody?.dynamic = true
    ball.physicsBody?.allowsRotation = false
    ball.physicsBody?.friction = 0
    ball.physicsBody?.angularDamping = 0
    ball.physicsBody?.linearDamping = 0
    ball.physicsBody?.usesPreciseCollisionDetection = true
    ball.physicsBody!.categoryBitMask = 0
}
class Ball: SKSpriteNode {
    init() {
        let texture = SKTexture(imageNamed: "Ball")
        super.init(texture: texture, color: .clearColor(), size: texture.size())
        userInteractionEnabled = true
    }
    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
        let scene = self.scene as! GameScene
        scene.score += 1
        physicsBody?.velocity = CGVectorMake(0, 100)
        physicsBody?.applyImpulse(CGVectorMake(0, 900))
    }
 override func update(currentTime: CFTimeInterval) {
    if (score >= 10){
        self.backgroundNode.texture = SKTexture(imageNamed: "orangebackground")
    }
    if (score >= 20){
        self.backgroundNode.texture = SKTexture(imageNamed: "yellowbackground")
    }
    if (score >= 30) {
        self.backgroundNode.texture = SKTexture(imageNamed: "greenbackground")
    }
}
See this to see what I mean.(Click or tap link)
This shows the sprites flashing at 10 points
thanks in advance, Jordan